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===Lords & Heroes=== ====Named Characters==== *'''[[Borgio the Besieger]]''' 200pts. Merchant Prince of Miragliano and master of siege warfare. He's got a chance to cheat death, he can add an additional cannon than normal if he's the general, and is a Merchant Prince, making the choice easy. On top of that, his weapon goes S10 on a 6 to hit, he gets a 1+/5++ save with Fear, which when combined with his inability to die, makes him a good tank. *'''[[Lucrezzia Belladonna]]:''' 290pts. A charming but truly toxic Merchant dame of Tilea. She's a L4 wizard of Shadow or Death with tons of poison. While humans can instantly rally within 8" of her, she can also grant one character Poisoned Attacks from her lipstick as well as a potion that might (5/6) grant a +1 boost to a number of stats...or hurt them. In addition, she can also chance harming enemy characters before the battle even begins, which is great. As a wizard, she's not meant to be in the front lines, though if you give her the potion, she can use that and her own poisoned attacks to soften an enemy up. *'''[[Lorenzo Lupo]]:''' 210pts. Merchant Prince of Lucchini and faux gladiator. He's a man's man who doesn't need any horse and instead adds +1 to a foot infantry unit's combat resolution when he's with them. The man himself is no slouch either, with a chance to improve +1 to WS, T, or A before the battle and his weapon negates armour. On top of that, his shield robs an attack from anyone in b2b and his ring has a bound spell that immediately rallies friendly units. Strap him with a well-protected force and see the fireworks begin. *'''[[Marco Columbo]]:''' 190pts. Mechant Prince of Trantio and totally not Christopher Columbus. He's another foot-hero, but he's very much not meant to fight on foot, rather preferring to use a crossbow while ignoring Move or Fire. He offers Sniper and denies scouts within 24" of him, which gives his army a pretty big berth with the ability to mock them for not getting closer. He has a 6+/4++ save, but he has a single-use scroll that provides Magic Resist 2 as well as a single-use boost of +d3 to Strength for combat. *'''[[Ghazak Khan]]:''' 220pts.[[Genghis motherfucking Khan]] as a hobgoblin in the Old World. As a leader, he offers a way for hobgoblins to re-roll their animosity rolls and lets wolf riders become core. As a warrior, he has fear, charging forces enemies to stand perfectly still (though this is foiled because psychology), and his monstrous sword eradicates most armour and deals d3 damage. As for his protection? Well, how does gaining a 4++ Ward with Magic Resist 1 the instant he's wounded and double strength against the first enemy who did it sound? *'''[[Leitpold the Black]]:''' 220pts. A cruel mercenary and Border Prince. He's the sort to rush forward, with only a 3++ save (The ward can die if it fails and rob him of 1 point of Toughness and Leadership) to shield him and Devastating Charge (shared with any unit he joins) and a great weapon with ASF and d3 wounds to guide him. *'''[[Leonardo Da Miragliano]]:''' 75pts.Creator of the Steam Tank, and many other wacky, silly inventions, and the Warhammer equivalent of Leonard Da Vinci. Of course, his prime specialization is in inspecting machinery - This translates to either re-rolling one scatter, artillery, or hit die for a war machine, re-rolling 1s to hit for crossbowmen, or allowing one core unit to ambush. His lone ranged attack is a hand-grenade with S3 Piercing 2 that doesn't factor scatter in. He also has a single-use ability to rob the enemy of magic dice as well as compelling the enemy to reveal where the majority of their magic item budget went. *'''[[Mydas the Mean]]:''' 210pts. A greedy Paymaster with a paychest turned into a chariot. This chariot only deals d3 impact hits, but it adds +1 to combat resolution and has an increased range to his Paymaster aura. His chariot's operated by his Moneylender, which adds +d3 to Ld over the base lender. He's also trapped with bodyguards since his chest's so huge. He has the ability to grant a random buff each turn, all tailored to ensure that nobody leaves him alone. and he grants Magical Attacks for his unit. *'''[[Morgan Bernhardt]]:''' 150 pts. DoW exclusive Regiment of Renown filed under the extra character section. Leads a unit of Stradiots as medium armored light calv with the Defiant(stubborn) Quirk. The selling point is his flaming sword that rerolls all hits and wound rolls plus doubles as a Ruby Ring of Ruin. *'''[[Aenur]], The Sword of Twilight:''' 120pts. A mysterious Elven swordmaster who's barred from being General. He has better WS than most of his kind (also auto-hit on 2+s) and Wounds with S5 and killing blow. While this makes him a skilled duelist, he suffers considerably by being squishy, protected only by his light armor and 5++ from combining his parry and elf dodge. *'''[[Johann the Knife]]:''' 135pts. A skilled knifeman, statted as an assassin with both new and old poison rules. He can also throw these knives, using Multiple Shots (3) that doubles when he stands still. Once per game, he can drink a special potion that gives him +1 to Movement, Strength, Initiative and Attacks for the remainder of the game. *'''[[Marianna Chevaux]]:''' 180pts. A vampire who hunts her own kind, forbidden from being General due to not being human. Like many Lahmians, she relies on her vampiric body and speed over armor. She's got decent combat prowess with ASF S5 as well as Hatred and Poisoned Attacks against vampires, though vampires will hate her back. She also gives good support for her unit, as any shots against them take -1 to hit. *'''[[Marquand & Ulli]]:''' 130pts. A pair of mercs who act as a pair of characters who can otherwise join units but can never hold the role of General. Ulli is the bruiser of the group, with a great weapon and Decestating Charge, being generally stronger but slower. Marquand is faster and has a 6++ Dodge and Parry, making him slightly more defensive alongside carrying throwing weapons. If either one of them goes down, the other will gain Hatred against everything for the rest of the game. *'''[[Nicodemus]], The Cursed Pilgrim:''' 155pts. A level 2 Loremaster of his own special magic, called hedge magic. His lore is a mix between buffs and magic missiles, with two of the blessings being applied to Nicodemus himself. *'''[[Simius Gantt]], The Crow Master:''' 155pts. A level 2 Death wizard who comes with a special spell and deals d6 S2 impact hits to any units in base contact each turn. This spell forces an enemy to test Toughness or else suffer a -1 to almost every stat, which is even more crippling to being constant until the target either passes a Toughness save or gets dispelled. ====Generic Characters==== '''May not have the same level of customization as chaos Warriors and Daemons, but Quirks can still do a lot. You should always keep in mind that a unit leader can be given Vanguard, Ambushers, or Scout to a unit so keep that in mind when looking a Dwarfs. The only true downside of DoW is that taking a Paymaster is mandatory.''' * '''0-1 Merchant Prince:''' The Guys who control the city-states of Tilea, and who personally fund the Mercenary Armies of the Dogs of War. only compare with a Mercenary captain in terms of fighting but Their special rule of 'The Best Money Can Buy' can improve a troop unit's Armor or AP by 1 for 1 ppm (2 if the unit is not Infantry) or let them buy another Magic Standard. Whatever you buy them, don't skimp out as you only get one Prince. ** ''Note that this hard cap also applies to named characters who are Merchant Princes.'' **The Best Money Can Buy should be used to either give a big unit +1 Armour so they can hold the line, or give +1AP or an extra banner to a deathstar. * '''Mercenary General/Captain:''' Your Generic Human Leader with High leadership. The general will tend to be a General when there's no Merchant Prince to make things fancier, or there are magically decked out thugs. *'''Hireling Wizard Lord/Hireling Wizard:''' Like any other seen in any other civilized army, Wizards who use their control over the Winds of Magic to make some sweet dosh. They get horses and or the lord can have a Pegasus. Like the Empire, they can know any of the core book Lores. * '''1 Paymaster''' - the Guy with all the coinage, and who guards the paychest. Acts as a Battle Standard Bearer and every Dogs of War army is required to take at least 1 of them. If he flees, he has to be caught rather than instantly dying. However, any friendlies within 12" if he dies (18" if he has the chest) losses -1 Leadership. ** May take a Money Lender who also adds +1 Leadership to the Paymaster's aura, and can act as a Challenger chaff so you don't lose your Paymaster right away to that Chaos Lord. ** The Paychest adds some extra stuff to him for 30 points. can't ride a horse but This makes his range for Hold Your Ground increase by +6" and adds +1 to his save on top of his two halberdier bodyguards. However, he can no longer simply flee a battle and must take a last stand and he can't get a horse to haul his lucre. If he dies, your whole army will now hate the killers for stealing the money. * '''Assassin:''' You know Ezio Auditore? Basically, these guys are him. Hide them in a crowd, pop 'em up and smash an unsuspecting unit. He can be built to help at range or in combat and can either buy KB or poison. *'''Dwarf Mercenary Captain:''' A hero For your Dwarfs, trapped with either a crossbow or pistol for ranged combat. *'''Elf Mercenary Captain:''' A hero for your Elves. Quick and Accurate despite being lightly armored, they can get their neato dodges against most enemies below their Initiative. *'''Orc Mercenary Captain:''' Leader of Orc Contingents. He's just as strong as the rest and while he can't shoot, he can be kitted to get stuck in good. *'''Ogre Mercenary Captain:''' Leader of Ogre Contingents. They are already a big man with S5 and Impact hits, slap on a Sword of Strife, and your good. *'''Hobgoblin Mercenary Captain:''' Leader of Hobgoblin Contingents. It's cheaper for him to lead a flanking unit than a Human Captain with Stradiot. Boost Wolf riders Leadership to an Average 7. He facilitates a cheap way calvary to deliver a duelist. ====Mounts==== *'''Warhorse:''' The most well-known and most reliable of mounts. *'''Pegasus:''' Identical to the Empire. You have no flying cavalry, so only for general, wizards, or old hero-hammer-styled blenders. *'''Griffon:''' Same as seen in the Empire. Exclusive to Mercenary Generals, though they're not exactly worth it with how easy it is to snipe that chicken out of the air without heavy defensive investments. If you do try to make it work, have a Mercenary General on one and another lord to be the general. Griffon rider should be directed in gear and have the Vanguard quirk for a turn 1 charge. This will cost you around 280-320pts. This eats your 25% lord rations.
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