Dogs of War

By Harald Maassen

Mercenary armies of Dogs of War fight all over the world. They are drawn to places where fortunes can be won by ruthless adventurers. From the treasure-houses of the Lizardmen in Lustria to the legendary treasures of Cathay, the world is truly awash with rag-tag armies of sell-swords who nurture wishful dreams of empire!

There are two ways for an adventurer to meet these warriors: either as friend or as foe. In his quests, a hero will undoubtedly have made some enemies; men who are willing to hire mercenaries to get even or even put a price on the warriors' heads! Alternatively, warriors' may want to hire mercenaries to aid them in their quests.

MERCENARY GENERAL

The Mercenary General is a bold adventurer and hardbitten campaigner. He fights for money, for conquest and for the love of battle. This gallant figure leads the Dogs of War in pursuit of victory and plunder!

 

General

Wounds

29

Move

4

Weapon Skill 

6

Ballistic Skill      

1+

Strength

4

Toughness

4(6)

Armour

2

Initiative

6

Attacks

4

Damage

2D6/3D6(5+)

Gold

1210

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

General

2

2

3

3

3

4

4

4

4

4

General

Armed with Pistol, 3x Magic Item

Magic Item

Instead of rolling on the monsters' magic armour/item/weapon table, the mercenary General is equipped with 'normal' magic items (roll on the objective-room treasure tables). These cannot be used by the warriors once the general is slain. Any items that are unusable by the General should be rerolled (ie: wizard-only items).

Armed with Pistol

A pistol is a str 6 ballistic weapon with a range of 6 squares that may fire every other turn. A hit from a pistol is so strong it ignores up to 2 points of non-magical armour.

NOT FOR HIRE:

Mercenary Generals are leaders of whole armies. They cannot be hired, they do the hiring themselves!

MERCENARY HEROES

Mercenary Heroes are fortune hunters, desperadoes and adventurers of the kind naturally attracted to battle and opportunity. Northern barbarians are especially keen on this sort of thing, possibly because their homelands are so cold and bleak.

 

Hero

Wounds

21

Move

4

Weapon Skill        

5

Ballistic Skill

2+

Strength

4

Toughness

4(6)

Armour

2

Initiative

5

Attacks

3

Damage

2D6

Gold

680

 

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Hero

2

2

3

3

4

4

4

4

4

4

Hero

Armed with 1-2: Halberd (+1str., fight in ranks), 3-4: Double handed weapon (+2 str.), 5-6: Bow (str. 4), 2 x Magic Item (use objective-room treasure)

FOR HIRE

Anybody can hire a Mercenary Hero.

Hiring fee: [none]

Hero: 680 gold coins

The warriors may not employ more than 1 Mercenary Hero at a time.

HIRELING WIZARDS

The Dogs of War can include Hireling Wizards, attracted by the prospect of adventure overseas and the opportunity to uncover arcane secrets in foreign parts. Also, the money's good.

 

Wizard

Wizard Champion

Master Wizard

Wizard Lord

Wounds

9

16

25

34

Move

4

4

4

4

Weapon Skill 

3

3

3

3

Ballistic Skill      

4+

4+

4+

4+

Strength

3

4

4

4

Toughness

4

4

4

4

Armour

-

-

-

-

Initiative

4

4

5

6

Attacks

1

1

2

3

Damage

1D6

2D6

2D6

3D6

Gold

590

1210

1930

2900

 

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Wizard

2

3

4

4

4

4

5

5

5

6

Wizard Champion

2

3

4

4

4

4

5

5

5

6

Master Wizard

2

3

4

4

4

4

5

5

5

6

Wizard Lord

2

3

4

4

4

4

5

5

5

6

Wizard

Battle Magic 1, Magic Item (use objective-room table)

Wizard Champion

Battle Magic 2, 2 x Magic Item (use objective-room table), Magic Resistance 4+

Master Wizard

Battle Magic 3, Magic Dispel 4+, 3 x Magic Item (use objective-room table), Magic Resistance 4+

Wizard Lord

Battle Magic 4, Magic Dispel 4+, 4 x Magic Item (use objective-room table), Magic Resistance 3+

FOR HIRE

Anybody can hire a Hireling Wizard.

Hiring fee: [none]

Wizard: 590 gold coins

Wizard Champion: 1210 gold coins

Master Wizard: 1930 gold coins

Wizard Lord: 2900 gold coins

The warriors may not employ more than 1 Hireling Wizard at a time.

GOLGFAG'S MERCENARY OGRES

Golgfag is the biggest, ugliest and quite definitely the loudest Ogre to shamble out of the Northern Wastes in living memory. During his days as a mercenary, Golgfag has fought with Dwarves, Orcs, the Empire, Tilean Merchant Princes and whoever else was willing to feed him enough.

Ugly, ferocious and hungry, Golgfag's Ogres wear 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 armour 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.

 

Golgfag

Ogre

Wounds

58

26

Move

6

6

Weapon Skill      

6

3

Ballistic Skill

5+

5+

Strength

5

4

Toughness

6(8)

5(6)

Armour

2

1

Initiative

5

3

Attacks

5

2

Damage

3D6/4D6(5+)

2D6

Gold

2360

440

 

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Golgfag

2

2

3

3

3

4

4

4

4

4

Ogre

2

3

4

4

4

4

5

5

5

6

 

Golgfag

Fear 8

Ogre

Fear 5

FOR HIRE

Anybody can hire Golgfag's Ogres.

Hiring fee: 880 gold coins worth of food

Golgfag: 2360 gold coins worth of food

Ogre: 440 gold coins worth of food

BRAGANZA'S BESIEGERS

The famous regiment of Besiegers was originally employed by the ingenious Borgie 'The Besieger' as a special siege unit of crossbowmen. Borgio was well pleased with Braganza's Besiegers and offered to find them work in return for a cut of the profits. After a number of victories against a multitude of enemies, the Besiegers headed back home. On entering Tilea, they heard that Borgio had been treacherously assassinated and his mighty Dogs of War army had either disbanded or split into fractions. Braganza decided to do the obvious thing and share out the jewels and continue his career as one of the best mercenary regiments ever to come out of Tilea.

The Besiegers wear full plate armour in the exotic Miragliano style, and carry a large pavise on a back-strap.

 

Braganza

Besieger

Wounds

18

10

Move

4

4

Weapon Skill  

5

3

Ballistic Skill

2+

4+

Strength

4

3

Toughness

4(5)

3(4)

Armour

1

1

Initiative

5

3

Attacks

3

1

Damage

2D6

1D6

Gold

730

130

 

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Braganza

2

2

3

3

4

4

4

4

4

4

Besieger

2

3

4

4

4

4

5

5

5

6

Braganza

Armed with Crossbow (str. 5), Equipped with Pavise

Besieger

Armed with Crossbow (str. 5), Equipped with Pavise

Equipped with Pavise

A pavise is a large shield which each crossbowman can pop up in front of him. To represent this, crossbowmen equipped with pavises gain an additional +3 armour rating after the first round of combat.

FOR HIRE

Anybody except the Skaven can hire the Besiegers.

Hiring fee: 260 gold coins

Braganza: 730 gold coins

Crossbowman: 130 gold coins

LONG DRONG SLAYER'S PIRATES

Long Drong, who as his name suggest was a rather tall Dwarf and claimed a dubious line of descent from Drong the Hard, legendary Dwarf ancestor known from many sagas, began his career as a Dwarf seafarer in Barak Varr. He worked his way up to captain of a trading ship which brought fine Dwarf brews by the sea route. One day, disaster struck and a terrible storm blew up. The ship foundered and, although the crew were 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 captain would wish to survive. Together with his crew, Long Drong swore to lead a life of roving Sea Slayers until a worthy death ended their shame and redeemed them in legend.

Long Drong Slayer has a hook hand, peg leg, eyepatch, long red plaited beard, pistols stuffed down his breeches and a parrot on his shoulder which says 'bits o' gold, bits o' gold' all the time. His crew are a swarthy bunch of rogues who are proud to fight under the skull and crossbones flag.

 

Long Drong

Pirate

Wounds

22

12

Move

3

3

Weapon Skill     

6

4

Ballistic Skill

2+

4+

Strength

4

3

Toughness

5

4

Armour

-

-

Initiative

4

2

Attacks

3(+1)

1(+1)

Damage

2D6

1D6

Gold

1850

130

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Drong

2

2

3

3

3

4

4

4

4

4

Pirate

2

3

3

4

4

4

4

4

5

5

Long Drong

Dwarf Rum, Festooned with Pistols (str. 6, ignore 2 armour)

Pirate

Dwarf Rum, Festooned with Pistols (str. 4, ignore 2 armour)

Dwarf Rum

Because the Dwarfs drink so many Dwarf Rum (a sort of rum, mixed with gunpowder and iron fillings) they are constantly surrounded by an odious mist. Though the pirates claim not to notice the smell the effects are dire on the enemy who suffer a -1 to hit penalty in hand-to-hand combat.

Festooned with Pistols

All the pirates gain an additional Attack because they are fighting with a weapon in each hand. Since they are festooned with pistols which they shoot off in a hurricane of destruction, all of their attacks , even in hand-to-hand combat, are considered to be pistol shots. The Pirates carry so many pistols that they never seem to reload (roll to hit as normal, a hit deals 1D6+4 damage for a pirate, or 2D6+6 damage for Long Drong).

FOR HIRE

Anybody except Orcs & Goblins can hire Long Drong Slayer and his Dwarf pirates.

Hiring fee: 260 gold coins

Long Drong: 1850 gold coins

Pirate: 130 gold coins

VOLAND'S VENATORS

Voland came to Tilea from somewhere within the Empire as one of many mercenary heroes hired by the Tileans in their neverending wars. He rose to prominence as a leader of a band of mercenary knights called the Venators, which means 'hunters' in low Tilean. 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 armour and well-bred warhorses. Voland decreed that the Venators should abandon all identifying family crests and adopt new names in order to obscure their true origins.

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 wear burnished brass armour and no heraldry except a V sign.

 

Voland

Venator

Warhorse

Wounds

16

7

6

Move

4

4

7

Weapon Skill     

5

4

3

Ballistic Skill

2+

4+

-

Strength

4

3

3

Toughness

4(6)

3(5)

3(4)

Armour

2

2

1

Initiative

5

3

3

Attacks

3

1

1

Damage

2D6

1D6

1D6

Gold

1100

175

175

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Voland

2

2

3

3

4

4

4

4

4

4

Venator

2

3

3

4

4

4

4

4

5

5

Voland

May ride Warhorse

Venator

May ride Warhorse

May ride Warhorse

Riding a warhorse gives the rider an extra +1 armour.

FOR HIRE

Anybody except Bretonnians can hire the Venators.

Hiring fee: 350 gold coins

Voland: 1100 gold coins

Venator: 175 gold coins or 350 gold coins with warhorse

PIRAZZO'S LOST LEGION

Pirazzo's Lost Legion are all that remains of the expedition sent to Lustria by the merchants of Tobaro. When the three regiments arrived at Lustria, the sailors of the ships, who were also mercenaries, weighed anchor and abandoned them. The expedition soon joined together under Pirazzo's command, calling themselves the 'Lost Legion'. In Lustria, the Lost Legion battled Lizardmen and Undead until they repaired a shipwreck and returned to Tilea.

Pirazzo's Lost Legion wear polished brass armour, green uniforms and green crests. They wear their hair long.

 

Pirazzo

Crossbowman

Pikeman

Wounds

11

8

8

Move

4

4

4

Weapon Skill      

4

3

3

Ballistic Skill

3+

4+

4+

Strength

4

3

3

Toughness

3(4)

3

3(4)

Armour

1

-

1

Initiative

4

4

4

Attacks

2

1

1

Damage

1D6

1D6

1D6

Gold

360

100

100

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Pirazzo

2

3

3

4

4

4

4

4

5

5

Crossbow

2

3

4

4

4

4

5

5

5

6

Pike

2

3

4

4

4

4

5

5

5

6

Pirazzo

[none]

Crossbowman

Armed with Crossbow (str. 5)

Pikeman

Armed with Pike

Armed with Pike

A weapon often favoured by mercenary regiments is the pike. Pikes are very long spears, almost twice the size of normal spears and longer even than a horseman's lance. When attacking with his pike, a Pikeman may reach over 2 squares occupied by friendly units.

 

P

B

P

P

P

P

P

P

P

P

P

P

 

 

In this example, the barbarian can be attacked by 9 Pikemen.

FOR HIRE

Anybody can hire the Lost Legion.

Hiring fee: 200 gold coins

Pirazzo: 360 gold coins

Pikeman/Crossbowman: 100 gold coins

AL MUKTAR'S DESERT DOGS

Originally, the Desert Dogs were a group of Araby bandits, led by Sheikh Ahmed Shufti. One day the Desert Dogs captured an Old World traveler, Werner Glook, who proved to possess enormous strength and endurance. They believed him to be no ordinary stranger at all, but the mysterious Al Muktar - the Chosen One - whose coming was foretold that very year! To Werner, 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.

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 no matter 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.

 

Al Muktar

Sheikh Shufti

Rider

Horse

Wounds

19

14

7

5

Move

4

4

4

8

Weapon Skill      

5

4

3

-

Ballistic Skill

5

3+

4+

-

Strength

4

4

3

3

Toughness

4

3

3

3

Armour

-

-

-

-

Initiative

5

4

3

3

Attacks

3

2

1

-

Damage

2D6/3D6(5+)

2D6

1D6

-

Gold

680

640

60

60

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Al Muktar

2

2

3

3

4

4

4

4

4

4

Sheikh Shufti

2

3

3

4

4

4

4

4

5

5

Rider

2

3

4

4

4

4

5

5

5

6

Al Muktar

May ride Horse (giving a +1 armour bonus)

Sheikh Shufti

May ride Horse (giving a +1 armour bonus), Scimitar of Dakisir

Rider

May ride Horse (giving a +1 armour bonus)

Scimitar of Dakisir

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. Thanks to his impressive weapon Sheikh Ahmed Shufti adds +2 Strength to blows he strikes and deals +1D6 damage.

FOR HIRE

Anybody can hire the Desert Dogs.

Hiring fee: 120 gold coins

Al Muktar: 680 gold coins

Sheikh Ahmed Shufti: 640 gold coins

Rider: 60 gold coins or 120 gold coins when riding horse

ASARNIL THE DRAGONLORD

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. 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. On returning to the Phoenix King he disobeyed orders to stop the Dark Elf raid on Caledor. Asarnil was summoned before the Phoenix King but he declined, resulting in an exile from Ulthuan.

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.

 

Asarnil

Deathfang

Wounds

18

85

Move

5

6

Weapon Skill     

6

7

Ballistic Skill

1+

-

Strength

4

7

Toughness

4(6)

7(13)

Armour

2

6

Initiative

8

5

Attacks

3

8

Damage

1D6

7D6/8D6(5+)

Gold

7500

*

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Asarnil

2

2

3

3

3

4

4

4

4

4

Deathfang

2

2

2

3

3

3

4

4

4

4

Asarnil

Amulet of Dragonheart

Deathfang

Dragon Breath (Green Dragon), Fly, Guards Asarnil, Ignore Blows 5+, Ignore Pain 8, Large Monster, Terror 13

Amulet of Dragonheart

This amulet was one of the potent artefacts 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 appear blurry and disorientated, as if glanced through a haze. Such is the power of this sorcery that anyone fighting against Asarnil will have his WS reduced to 1 (this only counts when attacking Asarnil himself, not his dragon).

Guards Asarnil

As with normal guarding monsters, as soon as Asarnil is slain, his Dragon gets +1 Attacks for the rest of the combat. After combat, however, Deathfang is in no way inclined to follow the warriors around and will immediately back up and leave the dungeon.

FOR HIRE

Asarnil the Dragonlord despises mere money, an unfortunate affliction for a mercenary, and will never fight for evil purposes. (ie: he will not join Chaos, Undead, Orcs&Goblins, Skaven, etc.)

Asarnil and his mighty Dragon Deathfang cost a total of 7500 gold coins. They can never be hired seperately.

LEOPOLD'S LEOPARD COMPANY

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. Over the cave in which credulous people still believe the leopard lives a temple was built. 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 duty was to guard the acropolis as ferociously as the mythical leopard. Unfortunately, there was always fighting in the principality between the two lines claiming descent from Lucan or Luccini. This resulted in civil unrest with Leopold, leader of the Leopard Company and claiming to be a direct descentant of Lucan, fighting Lorenzo Lupo who claimed to be a descentant of both Lucan and Luccini. When the priests of the temple switched sides to Lorenzo, the Leopard Company raided the very temple they were sworn to protect and two weeks of bloody siege followed. Finally Lorenzo offered the Leopard Company a deal. They would be allowed to march out of the city in return for ending the siege and never returning. After suffering a number of defeats, the regiment decided to appease their gods by always sending back a portion of what they captured to the temple in Luccini.

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. Their banner shows a leopard with two heads and three tails.

 

Leopold

Pikeman

Wounds

15

8

Move

4

4

Weapon Skill    

5

3

Ballistic Skill

2+

4+

Strength

4

3

Toughness

4(5)

3(4)

Armour

1

1

Initiative

5

3

Attacks

3

1

Damage

2D6

1D6

Gold

700

100

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Leopold

2

2

3

3

4

4

4

4

4

4

Pikeman

2

3

4

4

4

4

5

5

5

6

Leopold

Armed with Pike (fight in 3 ranks)

Pikeman

Armed with Pike (fight in 3 ranks)

FOR HIRE

Anybody can hire the Lost Legion.

Hiring fee: 200 gold coins

Leopold: 700 gold coins

Pikeman: 100 gold coins

BRONZINO’S BATTERY OF GALLOPER GUNS

Bronzino’s Gallopers were first employed by Borgio the Besieger, Prince of Miragliano. They were, in fact, lightweight cannons removed from their mountings on the galleys of Remas and fixed to specially made carriages. This innovation proved very succesful and Bronzino proceeded to raise a battery of specially designed guns. After the Prince’s assassination, 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 enable him to forge more and improved designs of lightweight cannons.

Galloper Guns are 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 warhorse and wearing ornate armour.

 

Bronzino

Crewman

Warhorse

Gun

Wounds

16

7

6

20

Move

4

4

8

8

Weapon Skill     

5

3

3

-

Ballistic Skill

2+

4+

0

-

Strength

4

3

3

4

Toughness

4(6)

3

3

4(7)

Armour

2

-

-

3

Initiative

5

3

3

-

Attacks

3

1

1

-

Damage

2D6

1D6

1D6

-

Gold

690

130

130

480

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Bronzino

2

2

3

3

4

4

4

4

4

4

Crewman

2

3

4

4

4

4

5

5

5

6

Warhorse

2

3

4

4

4

4

5

5

5

6

Bronzino

May ride Warhorse (giving him +1 Armour)

Crewman

May ride Warhorse (giving him +1 Armour)

Gun

Warmachine, Bolt Thrower, Rapid Movement

Rapid Movement

To represent their extraordinary mobility, galloper guns may move and fire in one turn without suffering any penalties.

Gunner Teams

Galloper Guns are small cannons harnessed to light limbers drawn by one horse. One of the gunners rides the horse, while two others run beside the gun to operate it.

Galloper Guns can only be used in outdoor quests, as it is impossible to manouvre a cannon through a dungeon.

FOR HIRE

Anybody except the gunhating Bretonnians can hire Bronzino’s Battery.

Hiring fee: [none]

Bronzino: 690 gold coins

Gunner Team: 1000 gold coins

MARKSMEN OF MIRAGLIANO

The crossbow has always been the favoured missile weapon in Tilea and one of the most famous regiments to use it is know simply, but aptly, as the Marksmen. The Marksmen have been going for a hundred years or so, under several different captains. The regiment always recruits its soldiers from Miragliano, and returns to its home city every now and again to replenish its ranks and renew family ties. To join the Marksmen, a recruit must prove his skill by shooting a bolt through 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!

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!). 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.

 

Maximilian Damark

Marksman

Wounds

18

8

Move

4

4

Weapon Skill     

5

3

Ballistic Skill

2+

3+

Strength

4

3

Toughness

4

3

Armour

-

-

Initiative

5

3

Attacks

3

1

Damage

2D6

1D6

Gold

700

110

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Maximilian

2

2

3

3

4

4

4

4

4

4

Marksman

2

3

4

4

4

4

5

5

5

6

Maximilian

Ambush 3+, Armed with Crossbow (str. 5)

Marksman

Ambush 4+, Armed with Crossbow (str. 5)

FOR HIRE

Anybody except the Skaven can hire the Marksmen.

Hiring fee: 220 gold coins

Maximilian: 700 gold coins

Marksman: 110 gold coins

BEORG BEARSTRUCK AND THE BEARMEN OF URSLO

Beorg is a were-bear of extraordinary power. When he enters battle he turns into a savage bear of immense size. Amongst Beorg’s folk, the tribe of the Bear, it is common for warriors to sprout claws, snarling teeth, mane-like fur, and bear-shaped muzzles. But alone of all his people, Beorg carries the full shape of the Bear within him. Like all the savages of the northlands, Beorg despises the weakness of lesser men! He cares nothing for the so-called civilised lands that lie to the south. His foes find themselves confronted by men in half-bear shape, snarling and tearing like the savages they are. Amongst them all is the towering shape of Beorg – casting aside foes with great swipes of his claws, knocking heads from shoulders and tearing arms from their sockets.

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.

 

Beorg

Bearman

Wounds

30

10

Move

4

4

Weapon Skill     

5

4

Ballistic Skill

-

4+

Strength

6

4

Toughness

5

3(4)

Armour

-

1

Initiative

5

4

Attacks

4

1

Damage

3D6

1D6/2D6(6+)

Gold

1650

110

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Beorg

2

2

3

3

4

4

4

4

4

4

Bearman

2

3

3

4

4

4

4

4

5

5

Beorg

Bear Fang Talisman

Bearman

[none]

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 off blows that would otherwise harm its wearer, giving him a special Ignore Blows 4+.

FOR HIRE

Except for High Elves, who shun the taint of Chaos, anybody can hire the Bearmen.

Hiring fee: 220 gold coins

Beorg: 1650 gold coins

Bearman: 110 gold coins

VESPERO’S VENDETTA

Tilea’s most notorious band of freelance duellists is undoubtably Vespero and his men. Young, reckless and given to self indulgence, his dangerous cloak and dagger duelling style has earned him the name "The Wasp". Vespero was the younger son of one of Luccini’s most powerful merchants, but due to a quarrel with a rival family over a noble lady, he was forced into exile in Verezzo where he joined a mercenary bodyguard. However Vespero’s romantic lifestyle ended in the deaths of so many young nobles that several of their families swore vendettas against him. With the bounty on his head totalling one million ducats, Vespero was hunted through the streets by rival duellists and barely escaped with his life. Vespero and his hand picked men are now earning themselves a reputation as Tilea’s most notorious assassins, for hire to the highest bidder.

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-handed dagger. This dagger is 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 the cloak so that the duellists 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 cloak itself is useful to skillfully parry and catch opponents’ weapon strikes. Vespero, like many of his men, has several impressive duelling scars.

 

Vespero

Duellist

Wounds

16

7

Move

4

4

Weapon Skill     

6

4

Ballistic Skill

2+

4+

Strength

4

3

Toughness

4

3

Armour

-

-

Initiative

6

4

Attacks

3

1

Damage

1D6

1D6

Gold

790

90

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Vespero

2

2

3

3

3

4

4

4

4

4

Duellist

2

3

3

4

4

4

4

4

5

5

Vespero

Ambush 2+, Assassinate 5+, Grimacing Death Mask, Parry 6+

Duellist

Ambush 4+, Parry 6+

Grimacing Death Mask

Vespero likes to hide his identity behind a mask when he prowls the narrow alleys, pursuing the dubious political ambitions of whatever Prince he is serving at the time.

The Mask, which is the grim face of death, is the last thing his duelling opponents see before they meet their sudden end. To represent the scarying effects of the mask, Vespero's hand-to-hand opponents fumble their attacks. Any models in combat with Vespero are at -1 Attacks.

FOR HIRE

Anybody can hire Vespero's Vendetta.

Hiring fee: 180 gold coins

Vespero: 790 gold coins

Vendetta: 90 gold coins

THE ALCATANI FELLOWSHIP

The life of a landowner, even a wealthy one, was never an easy one in the war-torn land of Tilea. When Roderigo Delmonte found his apples and citrus, vines and olive trees reduced to nothing but charred stumps smouldering upon a ravaged landscape, he embarked upon the only course of action that remained to him: he became a soldier. Together with his former workforce, he bought himself some armour and pikes and started looking for employment. Since then the Alcatani fellowship have 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.

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.

 

Roderigo

Pikeman

Wounds

16

8

Move

4

4

Weapon Skill     

3

3

Ballistic Skill

4+

4+

Strength

3

3

Toughness

3(4)

3

Armour

1

-

Initiative

3

3

Attacks

2

1

Damage

1D6

1D6

Gold

360

90

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Roderigo

2

3

4

4

4

4

5

5

5

6

Pikeman

2

3

4

4

4

4

5

5

5

6

Roderigo

Armed with Pike (fight in 3 ranks)

Pikeman

Armed with Pike (fight in 3 ranks)

FOR HIRE

Anybody can hire the Alcatani Fellowship.

Hiring fee: 180 gold coins

Roderigo: 360 gold coins

Pikeman: 90 gold coins

The Alcatani Fellowship are willing to fight for the poor and helpless at rates which are far below those of most mercenaries. If the warriors can't afford the Alcatani Fellowship there is a 5+ chance (on a 1D6) that Roderigo will offer to help out at half price.

RICCO'S REPUBLICAN GUARD

The Republican Guard was raised in Remas during the time of famine and revolt that preceded the birth of the Republic and played a leading part in overthrowing the tyrannical Merchant Prince of Remas. The revolt was a bloody one and several captains fell in quick succession. In the thick of battle a common soldier by the name of Ricco assumed command of the guard and under his command, the troops were victorious. The newly established Republic could only offer praise and not hard cash to the brave soldiers, and so Ricco travelled to other Tilean cities in search of new recruits and gold to sustain the regiment. Back in Remas, Ricco fell out with the Republican Council over the share out of the loot. Following the council’s ordering of Ricco’s execution, his loyal soldiers freed him from Remas and they set off on the life of a mercenary regiment, winning fame and renown wherever they fight.

Ricco’s Republican Guard wear ornate, polished 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 armour is 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.

 

Ricco

Pikeman

Wounds

18

9

Move

4

4

Weapon Skill     

5

4

Ballistic Skill

2+

4+

Strength

4

3

Toughness

4(5)

3(4)

Armour

1

1

Initiative

5

3

Attacks

3

1

Damage

2D6

1D6

Gold

690

120

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Ricco

2

2

3

3

4

4

4

4

4

4

Pikeman

2

3

3

4

4

4

4

4

5

5

Ricco

Armed with Pike (fight in 3 ranks)

Pikeman

Armed with Pike (fight in 3 ranks)

FOR HIRE

Anybody can hire Ricco's Republican Guard.

Hiring fee: 240 gold coins

Ricco: 690 gold coins

Pikeman: 120 gold coins

THE BIRDMEN OF CATRAZZA

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 di Miragliano. When he found out the manuscripts were forgeries it was already too late: Daddallo wanted to fly. Daddallo’s early attempts to fly met with no success. They even caused him to crash into the country villa of a wealthy family and get locked up. He was imprisoned in the leaning tower of Verezzo. Daddallo made one last attempt to fly with wings created from sheets and wooden spindles. He leaped out of the tower and swooped over the rooftops to freedom. Daddallo spent the whole of the following year training a mercenary band of his ‘Birdmen’. Only the best and thinnest marksmen were chosen.

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.

 

Daddallo

Birdman

Wounds

16

7

Move

4

4

Weapon Skill     

5

4

Ballistic Skill

2+

3+

Strength

4

3

Toughness

3

3

Armour

-

-

Initiative

5

3

Attacks

2

1

Damage

2D6

1D6

Gold

900

200

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Daddallo

2

2

3

3

4

4

4

4

4

4

Birdman

2

3

3

4

4

4

4

4

5

5

Daddallo

Ambush 4+, Armed with Crossbow (str. 5), Fly, Shoot on the Wing

Birdman

Ambush 4+, Armed with Crossbow (str. 5), Fly, Shoot on the Wing

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 making a flying move. While flying, the Birdmen can only be attacked by ranged weapons.

However, since flying around in a dungeon isn't an easy task, especially when also trying to reload a crossbow, there is a chance that the Birdman will hit a wall or ceiling while reloading. At the end of each warriors' phase, roll a D6 for every Birdman who shot this turn. On a 1, his wings are damaged. The Birdman flies to the ground and must continue on foot for the remainder of the dungeon.

FOR HIRE

Anybody can hire Daddallo's Birdmen of Catrazza.

Hiring fee: 400 gold coins

Daddallo: 900 gold coins

Birdman: 200 gold coins

TICHI-HUICHI'S RAIDERS

Tichi-Huichi is a vermilion Skink, marked out for greatness by the sun god Chotek. He also has a high crest denoting empathy with the Cold Ones. Tichi-Huichi was the only Skink in Zlatlan the morning of the great spawning. Many Skinks were spawned, all green with great vermilion crests. These are the markings sought after by Tichi-Huichi.

Seeing that these Skinks were meant to ride the Cold Ones, Tichi-Huichi ventured below the earth and found that a similar spawning had occurred- black Cold ones with vermilion spots and streaks, just enough for all the Skinks to ride, and one more- for him.

Tichi-Huichi was the chosen one, meant to wander the world in search of the stolen artifacts of the Old Ones. These artifacts were shown to him in dreams, and so the Skinks went out into the world, guided by the magic of the Slann, to recover these items. Now Tichi-Huichi and his Skinks are willing to work as mercenaries, as long as his pay includes a stolen artifact they were after. He has little value for gold, and only wishes to return these valuable treasures to their proper owners.

 

Tichi-Huici

Great Crested Skink

Cold One

Wounds

15

4

9

Move

6

6

8

Weapon Skill      

4

2

3

Ballistic Skill

2+

4+

-

Strength

4

4

4

Toughness

3(4)

2(3)

4(6)

Armour

1

1

2

Initiative

6

4

1

Attacks

3

1

2

Damage

2D6

1D6

1D6/2D6(5+)

Gold

650

80

170

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Tichi-Huichi

2

3

3

4

4

4

4

4

5

5

Great Crested Skink

3

4

4

4

5

5

6

6

6

6

Cold One

2

3

4

4

4

4

5

5

5

6

Tichi-Huichi

Blessed by the Old Ones, Cold Blooded

Great Crested Skink

Cold Blooded, May Ride Cold One

Cold One

Fear 6

Blessed by the Old Ones

Tichi-Huichi has enjoys the special favour of the Old Ones. He belongs to a portentous spawning, brought forth for a mission devised untold millenia ago, and consequently a magic aura of protection pervades him. To represent this, when Tichi-Huichi reaches zero wounds, he isn't killed but instead manages to escape together with any remaining Cold One riders whilst their foes are unable to pursue thanks to a strange, tropical fatigue. Remove all the remaining Cold One models from the board.

FOR HIRE

Anybody except the Skaven and Dark Elves can hire Tichi-Huichi's Raiders

Hiring fee: 250 gold coins + one item of exotic treasure

Tichi-Huichi: 650 gold coins

Great Crested Skin + Cold One: 250 gold coins (the Skinks will NEVER fight without their Cold Ones)

OGLAH KHAN'S WOLFBOYZ

Oglah Khan and his boyz wear furs and exotic scale armor, as well as spiked helmets. They carry a black wolftail standard to battle, proclaiming that they do not come in peace.

Oglah Khan was once one the most favored generals of the great Hobgobla Khan, and had command of 600 wolf riders. During the battle of Xen-Tu, however, Oglah's luck changed. Hablo Khan, the general of the Hobgoblin forces, was killed by the opposing Imperial Cathayan army, and most of the horde began to flee. Not Oglah. The treacherous Hobgoblin switched sides to save his own hide, and thus fell out of favor with the great Hobgobla Khan.

Since those times Oglah Khan has served as a mercenary under many generals, and acquired quite a name for himself. Though only a few of his original 600 warriors have survived, they are now battle-hardened veterans and much in demand. Hobgoblins are excellent achers and ferocious in hand-to-hand combat, so there is only one thing a warrior team must consider when hiring them- will they stay loyal?

 

Oglah Khan

Hobgoblin

Giant Wolf

Wounds

18

4

12

Move

4

4

9

Weapon Skill     

5

3

4

Ballistic Skill

2+

4+

-

Strength

4

3

3

Toughness

4(6)

3(4)

3

Armour

2

1

-

Initiative

5

2

3

Attacks

3

1

1

Damage

2D6

1D6

1D6

Gold

700

50

100

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Oglah Khan

2

2

3

3

4

4

4

4

4

4

Hobgoblin

2

3

4

4

4

4

5

5

5

6

Giant Wolf

2

3

3

4

4

4

4

4

5

5

Oglah Khan

Ambush Magic A, May Ride Giant Wolf, Pelt of Wulfag, Treachery

Hobgoblin

Ambush Magic A, Break, May Ride Giant Wolf, Treachery

Giant Wolf

[none]

Pelt of Wulfag

Wulfag was a legendary giant wolf, the steed of Khengai Khan, the founder of the hobgoblin empire. Now it is strapped on the shoulders of Oglah Khan. The pelt was a gift from the Great Khan when Oglah still enjoyed the favour of the Lord of the Steppes. The pelt carries an ancient blessing of the Hobgoblin Shamans, and fills the Hobgoblins with unnatural courage. This item effectively negates the 'break ability' of the Hobgoblins.

Treachery

At the beginning of each combat, you must test for treachery. Roll 1D6; if you score a 1, consult the table below:

1-2) The Hobgoblins decide to join the enemy. They effectively switch sides.

3-5) The Hobgoblins refuse to enter the fight.

6) The Hobgoblins decide to fight 'til the bitter end! No further tests need to be made.

FOR HIRE

Anybody except Dwarfs, High Elves or Wood Elves can hire Oglah Khan's Wolfboyz

Hiring fee: 150 gold coins

Oglah Khan: 700 gold coins

Hobgoblin: 50 gold coins or 150 when riding Giant Wolf

LUMPIN CROOP'S FIGHTING COCKS

At one time nothing more than a slave to his family, Lumpin Croop escaped to go out on his own. Becoming a pickpocket and poacher, the young Halfling soon angered his neighbors and friends, who decided they had had enough and tried to attack Lumpin. The quick-thinking Halfing quickly spun a web of lies about golden lands and adventures to be had. To his surprise, the Halflings joined as a team and made him their leader, who would show them the excitement and treasure over the mountains.

Despite their reluctant leader's constant attempts to avoid any sort of conflict, the Fighting Cocks are really rather good. Their natural skills have been honed 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.

Lumpin Croop and his band wear the time-honored costume of Halfling poachers and gamekeepers. This consists of leather coat and trousers, decorated with plumes and furs. They also have distinctive fur caps made of fox skin, beaver, or the pelt of some other wild creature, with the tail dangling down the back. The Halflings carry packs, sacks, and flasks full of provisions. They wear varioustokens of their trade as a decoration, such as bird skulls suspended on their leather thongs and beads made of bears' teeth. They also wear light, armored jackets either beneath or above leather coats and carry a shield, often strapped to their back to leave both hands free for shooting. Lumpin's own shield has the appearance of having once been the dartboard from the bar he met his lads in.

 

Lumpin Croop

Halfling

Wounds

8

4

Move

4

4

Weapon Skill 

3

3

Ballistic Skill

2+

2+

Strength

3

2

Toughness

3(4)

2(3)

Armour

1

1

Initiative

6

6

Attacks

3

1

Damage

1D6

1D6

Gold

510

90

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Lumpin Croop

2

3

4

4

4

4

5

5

5

6

Halfling

2

3

4

4

4

4

5

5

5

6

Lumpin Croop

Ambush Magic A, Detect Traps

Halfling

Ambush 4+, Detect Traps

Detect Traps

Lumpin Croop's lads are sufficiently expert woodsmen that they can pick their way around traps in the open field with ease. Due to their knowledge of traps, the Halflings are also able to find and disarm the occasional trap in a dungeon. Whenever the halflings enter a room, roll 1D6. On a 5+ they find and disarm all traps in the room (If you later draw an unexpected event that is a trap, discard it). When outdoors, Lumpin Croop's Fighting Cocks gain a +1 bonus to the roll and an additional +1 when in wooded areas.

FOR HIRE

Anybody can hire Lumpin Croop's Fighting Cocks

Hiring fee: 90 gold coins

Lumpin Croop: 510 gold coins

Halfling: 90 gold coins

HENGUS THE DRUID & THE GIANTS OF ALBION

When the legendary Tilean general, Curious Geaser, led his invincible army to Albion and demanded two giants as prizes to take home, Hengus the Druid knew that to comply would be the only way to prevent war. Leading the giants Bologs and Cachtorr, Hengus escaped the Tilean general and since that day, has willingly agreed to fight for various mercenary generals in the hope that the campaign will lead him and his two large friends to the great ocean and ultimately to Albion.

Greatest of all the Albion giants is Bologs. He is worshipped as a god by the primative, 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, Bolog's intellect is dim, even for a giant of Albion. The only thing that he can say is his own name.

The next greatest giant in Albion is Cachtorr, twin brother of the mighty Bologs. He is slightly more intelligent than Bologs, and is able to understand the speech of the Druids. Unlike most giants from the lands of Albion, his own brother included, Cachtorr has two eyes in his head, rather than just one.

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, sabretooth tigers, elks, and cave bears. They wear necklaces made from the tusks of mammoths and wild boars.

 

Hengus

Bologs

Cachtorr

Wounds

6

64

64

Move

4

6

6

Weapon Skill     

3

3

3

Ballistic Skill

4+

4+

4+

Strength

3

7

7

Toughness

4

6(11)

6(11)

Armour

-

5

5

Initiative

4

3

3

Attacks

1

Special

Special

Damage

1D6

5D6

5D6

Gold

950

2000

2000

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Hengus

2

3

4

4

4

4

5

5

5

6

Giant

2

3

4

4

4

4

5

5

5

6

Hengus

Battle Magic 1, Oggum Staff

Giant

Fear 11, Giant Attacks, Giant Skills, Ignore Blows 5+, Ignore Pain 10, Large Monster, Never Pinned

Giant Skills

Giants are rather huge creatures and the warriors that hire them may take this to their advantage. Giants can aid in performing basic tasks such as slamming open doors, reaching high places or throwing the warriors over the ravine. However, Giants are also especially clumsy and every time a warrior tries to be lifted/thrown/etc. by a Giant, roll 1D6. On a 4+ the warrior gets off with a few scratches and bruizes. On a 1-3, the warrior isn't that lucky and takes 5D6 unmodified damage immediately.

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. To represent this, Hengus gains the Dodge 3+ ability.

If Hengus dies, one of the warriors should take the staff. As long as he holds it, he can control the Giants and gains the protective Dodge ability. However, to harness the powers of the Staff, the warrior must make an intellectual initiative test at the start of each turn; if he fails, the staff crumbles to dust and the Giants are no longer controllable. They will move towards the entrance of the dungeon, avoiding conflict but defending themselves when attacked.

FOR HIRE

Anybody can hire Hengus and his Giants

Hiring fee: 4950 gold coins for Hengus and his Giants

THE WITCH HUNTERS

Johann van Hal is perhaps the most famous of all the Witch Hunters of the age, the slayer of 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 is unknown. Johann does not talk about his past and it is unwise to question this moody man about things he does not want to discuss. Dark and grim, Johann wears a dark cloak and a floppy, black, leather hat. His eyes are bloodshot and full of fanaticism.

Johann has only one companion, and he is not part of the order of Witch Hunters. He is Wilhelm Hapsburg, a priest of Sigmar whose temple was burned down by Chaos worshippers. Wilhelm wears the cloak of a sigmarite priest and carries the great book "The Hammer of Witches" as well as a staff topped with the jawbone of an ox.

 

Johann van Hal

Wilhelm Hasburg

Wounds

18

21

Move

4

4

Weapon Skill      

5

4

Ballistic Skill

2+

3+

Strength

4

4(6)

Toughness

4

4

Armour

-

-

Initiative

4

2

Attacks

3

2

Damage

3D6

2D6

Gold

1300

1000

 

Enemy’s WS

1

2

3

4

5

6

7

8

9

10

Johann

2

2

3

3

4

4

4

4

4

4

Wilhelm

2

3

3

4

4

4

4

4

5

5

Johann

Armed with Pistol (str 4, ignore 2 armour), Hate Chaos, Hate Undead, Stake of Sigmar, Witch Hunter Weapons

Wilhelm

Aura of Faith, Hate Chaos, Hate Undead, Holy Staff

Stake of Sigmar

The Stake of Sigmar fills Johann with the strength and purpose of Sigmar himself. It doubles Johann's strength when fighting against Undead or Deamonic creatures. He may also use the stake against vampires. If he does so, a vampire wounded by the stake will be slain outright on a roll of 4+.

Witch Hunter Weapons

All of Johann's weapons are considered magical (thus negating deamon saves and ethereal penalties).

Aura of Faith

Any Chaos, Dark Magic or Necromantic spell cast at either Johann or Wilhelm is dispelled on a roll of 4+

Holy Staff

Wilhelm may add +2 to his strength when fighting in hand-to-hand. In addition, the staff will always hit Skaven, Undead or Deamonic creatures.

FOR HIRE

Anybody except Chaos, Undead, Dark Elves, Skaven, mutants, deviants, unbelievers or blasphemers may hire the Witch Hunters

Hiring fee: none

Johann van Hal: 1300 gold coins

Wilhelm Hasburg: 1000 gold coins (must be accompanied by Johann)

A note on hiring mercenaries

(The following rules have barely been playtested and I would very much enjoy some feedback)

As mentioned before, the characters in this part of the Bestiary may be used as foes (the Barbarian really shouldn't have robbed that Tilean Merchant at the bar) or as allies. When used as foes, the individual Dogs of War 'monsters' will be worth their normal gold value.

The Dogs of War characters can also serve as henchmen for the warriors. Rules for finding and employing henchmen can be found on this site under RULES. With each regiment a 'for hire' section is included listing the hiring conditions of those characters.

Hiring fee: this is a fixed amount of money you have to pay regardless of how many, say, birdmen you want to hire. If multiple warriors want to hire mercenaries, the hiring fee can be split amongst them.

Daddallo: characters can only be hired if at least 4 standard troopers are hired as well. Hiring Daddallo will therefore cost 2100 gold coins (400+900+4x200).

Birdman: this is the individual price paid per trooper.

In addition, it is possible (and sometimes necessary) to prolong a henchman's service. To keep the same hirelings from one dungeon to another costs full price with the exception of the hiring fee. When playing a multiple-deep dungeon, the mercenaries will charge their full price again (without hiring fee) for every two deeps beyond the second (so hiring Daddallo and 4 birdmen for a 5 or 6 deep dungeon would cost 400+3x(900+4x200)=5500 gold coins). This should be payed upon entering the new deep immediately or the henchmen will refuse to follow any more orders and turn back.

Mercenaries also refuse to be hired by warriors that are weaker than themselves. To represent this, any single warrior may only hire mercenaries worth up to 1/4 of his Battle-Level value. A level 2 Dwarf, for instance, could hire up to 500 coins worth of mercenaries. The fixed hiring fee does not count towards this number. This means the Dwarf could hire 2 birdman (costing him 800 coins, namely 400+2x200). To be able to hire Daddallo a warrior should be at least level 3 AND his fellow warriors would have to hire at least 4 additional birdman.

Hireling Wizards

When Hireling Wizards are encountered as foes, they will use standard Battle Magic (found in the MONSTERS section, under MONSTER MAGIC). When hired by warriors a more interesting approach would be the following:

A Hireling Wizard would have to make his own power roll each turn and he would have his own spells, randomly chosen from those in the roleplaybook.

 

Power

Spells

Wizard

1D6+1

1 spell of level 1-6

Wizard Champion      

1D6+2

2 spells of level 2-7

Master Wizard

1D6+3

3 spells of level 3-8

Wizard Lord

1D6+4

4 spells of level 4-9