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Thread: Dogs of War

  1. #1
    Senior Member Lady Bastet's Avatar
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    178 (x3)

    Dogs of War

    This is my crack at a Dogs of War army list, previously posted on Hammer and Anvil. Its objective was to provide maximum options without compromising the mercenary theme.



    Lord-
    Mercenary General
    Points- 90 M 4 WS 6 BS 5 S 4 T 4 W 3 I 6 A 4 LD 9
    Equipment- hand weapon
    Options- great weapon + 6 pts, halberd +6 pts, morning star +3 pts, pistol + 10 pts, brace of pistols + 20 pts, crossbow 15 pts, longbow 15 pts, light armour 3 pts, heavy armour 6 pts, shield 3 pts

    Hireling Wizard Lord
    Points- 175 M 4 WS 3 BS 3 S 3 T 4 W 3 I 3 A 1 LD 8
    Equipment- hand weapon
    Special rules- level 3 magic user
    Options- +35 pts additional magic level

    Heroes-
    Paymaster
    Points- 55 M 4 WS 4 BS 4 S 4 T 4 W 2 I 4 A 2 LD 8
    Equipment- hand weapon
    Special rules- counts as battle standard-bearer, army tests for panic if killed
    Options- pistol + 7 pts, brace of pistols + 14 pts, crossbow 10 pts, longbow 10 pts, light armour 2 pts, heavy armour 4 pts, shield 2 pts


    Mercenary Captain
    Points- 50 M 4 WS 5 BS 5 S 4 T 4 W 2 I 5 A 3 LD 8
    Equipment- hand weapon
    Options- great weapon + 4 pts, halberd +4 pts, morning star +2 pts, pistol + 7 pts, brace of pistols + 14 pts, crossbow 10 pts, longbow 10 pts, light armour 2 pts, heavy armour 4 pts, shield 2 pts

    Hireling Wizard
    Points- 60 M 4 WS 3 BS 3 S 3 T 3 W 2 I 3 A 1 LD 7
    Equipment- hand weapon
    Special rules- level 1 magic user
    Options- +35 pts additional magic level


    Core-
    Mercenary Pikemen
    Points- 10 M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7
    Equipment- light armour, pike
    Options- heavy armour +1 pt

    Mercenary Crossbowmen
    Points- 8 M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7
    Equipment- crossbow
    Options- light armour +1 pt, heavy armour +2 pts

    Skirmishers
    Points 5 M 4 WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7
    Equipment hand weapon
    Special rules- skirmish
    Options- 2nd weapon +2 pts, pistol +4 pts, throwing knives +4 pts, slings +4 pts throwing spears +5 pts, buckler +1 pt

    Light Cavalry
    Points 11 M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7
    Equipment- hand weapon, warhorse
    Special rules- fast cavalry
    Options- spear +1 pts, bow + 4 pts, shield +2 pts

    Heavy Cavalry
    Points 18 M 4 WS 4 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8
    Equipment- spear, hand weapon, heavy armour, shield, warhorse
    Options- lance +1 pt, barding +2 pts



    Special-
    Sellswords
    Points- 9 M 4 WS 4 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8
    Equipment- hand weapon, light armour and shield
    Special rules- bodyguard: stubborn when lead by the paymaster
    Options- replace shield with great weapon/halberd +1 pt

    Hounds
    Points 7 M 7 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 5
    Equipment-fangs and teeth
    Special Rules- count as fast cavalry
    Options- none

    Barbarian Soldiers
    Points-5 M 4 WS 4 BS 3 S 3 T 3 W 1 I 4 A 1 LD 7
    Equipment- hand weapon
    Options- great weapon +2 pts, 2nd weapon +2 pts, spears +2 pts, bows +4 pts, light armour +1 pt, shield +1 pt, war paint +1 pt

    Mercenary Dwarfs
    Points-7 M 3 WS 4 BS 3 S 3 T 4 W 1 I 2 A 1 LD 9
    Equipment- hand weapon, light armour
    Special Rules- hate green skins, may march within 8” of enemy
    Options- shield +1 pt, heavy armour + 1 pt, crossbow + 5 pts, great weapon +2 pts, spears +2 pts, brace of pistols + 5 pts


    Halflings
    Points-6 M 4 WS 2 BS 4 S 2 T 2 W 1 I 5 A 1 LD 8
    Equipment- bow
    Special rules- move through forests
    Options- scout and skirmish +2 pts


    Rare-
    Siege Breaker 70 pts

    Small Cannon 3 Human Crew- guess range 0-24” strength 7, D3 wounds, no saves

    Options-
    +15 pts Improved Explosive- counts as a small cannon
    +20 pts Blast Weapon- Counts as a stone thrower
    +30 pts Galloper Gun- May move 8” and March

    Giant
    Points 175 M 6 WS 3 BS 3 S 6 T 5 W 5 I 3 A S LD 6
    Equipment- club or improvised weapon
    Special Rules- ignore human panic, giant attacks, causes terror

    Options-
    20 pts Sizeable bulk- giant gains the equivalent of a 5+ armour save
    25 pts Low Cunning- when rolling for giant attacks may roll twice and pick the “best”
    30 pts Proud- leadership 10, stubborn

    Regiments of Renown- naturally some are no longer necessary since they can be recreated but it felt wrong to standardise the Cursed Company or the Birdmen.



    Veteran Skills-
    A Dogs of War Regiment may take up to two skills but for each skill chosen it is moved up a respective slot- for example a unit of Pikemen that selects an option from the list bellow will become a Special Choice.

    Black Powder +5 pts All Crossbows in the unit are replaced with Handguns
    Success and Wealth +5 pts Unit may select a magic banner
    Ominous Charge +15 pts the unit causes panic on the charge
    Strength and Honour +20 pts- WS and I become that of Barbarian soldiers
    Sacred Duty +20 pts- Immune to Psychology
    Marksmen +25 pts- Re-roll 1s to hit when shooting
    Arabian Warhorses +25 pts +D3” to charge moves, failed charges do not count
    Mixed Weaponry +30 pts Unit counts as having 5 crossbows
    Forged Steel +30 pts +1 to armour saves
    Renowned Leader + 40 pts the Unit Champion has the stats of a Dogs of War Captain

    Mercenary character Traits-
    These are selected like magic items only you may have more than one of each in your army.

    10 pts Vendetta- Hates one enemy character or monster
    15 pts Feared Combatant- Character causes fear
    15 pts Headstrong- May re-roll a failed break test (once per game)
    20 pts Deadly Warrior- +2 weapon skill
    25 pts Lucky- may re-roll one dice per game
    25 pts Lightning Reflexes- 5+ ward save in combat only
    30 pts Orator- units within 6” get +1 to their leadership when attempting to rally
    40 pts Brilliant Strategist- +1 to rolls to determine who gets the first turn
    50 pts Hard to Kill- +1 wound
    50 pts Great Reputation- +1 leadership


    Magic Items-

    Weapons-
    15 Pts Black Lotus Dagger- Poisoned attacks
    20 pts Hunters Crossbow- Crossbow, no penalties for moving
    20 pts Blade of Slicing- All attacks have an additional –2 to their armour save
    25 pts Sartosean Pistols- Brace of Pistols, re-roll failed to wound rolls
    25 pts Long Lost Cutlass- Killing Blow
    25 pts Silver Sigil Sword- Strikes First
    35 pts Scarlet Scimitar- each wound caused is increased to D3
    50 pts Sword of Lucan- ignores armour saves
    85 pts Mace of Might- any roll of a 6 to hit is resolved at strength 10

    Armour-
    10 pts Reman Long Shield- shield, users save will never drop bellow a 6+
    20 pts Bright Helm- 6+ save and –2 to enemy weapon skill (combinable with other armour)
    25 pts Armour of the Rising Sun- Heavy Armour, Re-roll failed armour saves
    30 pts Shield of Myrmida- shield, -1 enemy attack
    30 pts Grand Armour- 1+ save may not be improved in any way
    40 pts Armour of Brazen Bronze- 4+ save and a 5+ ward save

    Talismans-
    30 pts Whispering Ring- 5+ ward save
    40 pts Honour of Kislev- Character and unit joined are stubborn
    45 pts Amulet of the Old Ones- 4+ ward save
    50 pts Stone of Life- Regeneration

    Enchanted Items-
    10 pts Potion of Strength- +2 strength, one use only
    10 pts Jade Ring of the Emperor- Immune to poison
    20 pts Inquisitional Icon- Magic Resistance 1
    25 pts Ring of Luccina- power level 3, automatically rallies a fleeing unit anywhere on the board

    Arcane Items-
    15 pts Spell Familiar- +1 spell
    25 pts Dawnstone- re-roll 1 dice per game, may prevent a miscast or cause irresistible force
    25 pts Necklace of the All Seeing Eye- may reveal magic items on one character within 24”
    30 pts Warrior Familiar- 1 strength 5 hit on one model in base to base contact with the wizard
    40 pts Wyrdstone- roll a dice before the start of the game: wizard suffers a wound on a 1, +1 to cast
    50 pts Power Familiar- +1 power and dispel dice

    Magic Banners-
    30 pts Standard of Courage- re-roll any psychology tests, banner loses all effect after the unit flees
    40 pts Totem of Albion- unit is –1 to hit from enemy shooting
    50 pts Savage Standard- unit is +1 to hit in the first round of combat
    50 pts Battle Banner- +2 to combat resolution


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  3. #2
    Senior Member Twilight Dancer's Avatar
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    106 (x2)

    This i remember!

    So what are you gonna do for character mounts? Since Dogs of War are from all over the world surely so could the creatures they ride. How about a mount that's upgradeable the same way as the giant and the siege breaker?

    Hounds look a bit weak when compared to light cavalry, possibly give them some Kroot Hound inspired rules?


    Last but not least- where is the Halfling Hotpot!
    I still hate Twiglets!

  4. #3
    Senior Member Lady Bastet's Avatar
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    Halfling Hotpot is a work in progress, I was hoping to expand on the Halfling/Ogre connection rather than turn it into a second-rate stone thrower.

    Not sure about the hounds, but your idea for the upgradeable ridden monster is, in a word brilliant!

  5. #4
    Dethskullz Warboss Morden's Avatar
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    Very grovey rules, The idea of the unit and character rules are great looking forward to seeing the rest of the army rules.

    Hmm i was just thinking and what about rare choice that allows you to take say a 0-1 core or spocial unit from another army or something silmliar along those lines?

    great work by the way! (Y)

  6. #5
    Senior Member Lady Bastet's Avatar
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    I believe I could work in that direction. What core or special units would they be in light of game balance and background? Did you have anything in particular in mind?

  7. #6
    Member DARKTROOPER's Avatar
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    :ninja: have you actually playtested with this? I'm gonna try and get my friends to let me try :shifty:

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