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Gold and Glory: Dogs of War Generator
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Old 28 Jun 2006, 20:39   #1 (permalink)
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Default Gold and Glory: Dogs of War Generator

There are many famous regiments in the Old World and beyond. Older regiments die out as new ones are created. Some are not Mercenaries at all, but rather famous warriors of their people. Regardless, this system is designed to allow you to create virtually any regiment you like. Some pre-made examples are also included.

Unit Points:
When making a unit, it is important to keep track of the Unit Points (UP) the regiment accumulates. These will affect what Unit Type the finished unit is.
1-3 points: Core Choice.
4-6 points: Special Choice.
7-10 points: Rare Choice.
11-14 points: Super-Rare (takes up 2 Rare Slots).
15+ points: Ultra-Rare (takes up 3 Rare Slots).

Note that the "Choice Type" only applies to a Dogs of War Army. If taken for a non Dogs of War army, count Core or Special results as Rare.

Step 1: Choose a Race
While virtually anyone could, potentially, be a Mercenary, some are much rarer than others. Humans are the most common, Orcs and Dwarfs are also a common sight, but Undead mercenaries are virtually non-existant!
Firstly, we’ll start with Humans. Other races will be added later.

[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Human[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][/tr][/table]
Racial Special Rules:
Humans have no racial special rules.
Unit Type:
Humans have 1 UP.

Step 2: Skills and Drills
Some units have particular skills that are valuable on the battlefield. Others are exceptionally well trained, or simply have a natural skill that surpasses others of their race.
All costs are shown "per model".
You may purchase any of the following upgrades:
Scouts and Skirmishers (1 UP): +2pts.
Skirmishers (1 UP): +1pt.
Scouts (2 UP): +1pt.
Stubborn (1 UP): +1pt.
Frenzy (1 UP): +1pt.
Killing Blow (4 UP): +2pts.
Hatred (1 UP): +1pt. per army*.
Note that the Officer leading the regiment pays double the amount for these upgrades (5x the amount for Killing Blow).

* = The “Armies” are classed below:
Beastmen; Bretonnians; Chaos (Mortals and Daemons); Dark Elves; Dwarfs; Empire;
High Elves; Lizardmen; Orcs and Goblins; Skaven; Tomb Kings; Vampire Counts; Wood Elves.
Note that a regiment cannot be used by an army that it suffers Hatred towards.

In addition, you may purchase the following stat improvements. None can be purchased more than once. In addition, each improvement after the first costs 1 UP in addition to the costs listed below:
+1 Ws: +1pt.
+1 Bs: +1pt.
+1 S: +2pts.
+1 T: +2pts.
+1 I: +1pt.
+1 Ld: +1pt.

Step 3: Weapons
All costs are shown “per model”.
All models are armed with a single Hand Weapon.
All models may be armed with one of the following:
Halberd (+2pts); Spear (+2pts)*; Additional Hand Weapon (+2pts); Great Weapon (+2pts); Pike (+6pts)*.
And/or one of the following:
Bow (+4pts); Longbow (+5pts); Crossbow (+5pts); Handgun (+5pts); Pistol (+4pts); Brace of Pistols (+8pts).
* = Cannot be chosen by units that can Skirmish.
If the unit has a melee weapon upgrade and a ranged weapon, add 1 UP.
If a Skirmishing or Scouting has a melee weapon upgrade, add 1 UP.

Step 4: Armour
All costs are shown “per model”.
Any unit may be equipped with Light Armour (+1pt).
Any unit may be equipped with Heavy Armour (+2pts). However, Skirmish or Scout units add 2 UP.
Any non-skirmishing and/or non-scout unit may be given Full Plate armour (+4pts). The unit adds 3 UP.
Any unit may be given a Shield (+1pt), provided they are not equipped with a two-handed weapon, or two Hand Weapons.

Step 5: Officer
Officers have the following profile:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Officer[/td][td]50[/td][td]4[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]8[/td][/tr][/table]
The officer is equipped with the same basic weapons and/or armour as his men, using the costs shown:
Halberd (+4pts); Additional Hand Weapon (+4pts); Great Weapon (+4pts). Bow (+8pts); Longbow (+10pts); Crossbow (+10pts); Handgun (+10pts); Pistol (+7pts); Brace of Pistols (+14pts).
Light Armour (+2pts); Heavy Armour (+4pts); Full Plate Armour (+8pts); Shield (+2pts).
Alternatively, you may purchase weapons, armour or items from the Common Magic Items list. For each change the Captain has to his men’s equipment (not including Magic items), add 1 UP. Note that you do not need to buy weapons replaced by Magic Items (eg: If you buy an Enchanted shield, there is no need to buy a normal one as well).
If the regiment is armed with Spears or Pikes, the commander is armed with a Hand Weapon.

Alternatively, you may use a Mage Commander (+2 UP), using the profile below:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Mage[/td][td]55[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]2[/td][td]3[/td][td]1[/td][td]7[/td][/tr][/table]
The Mage is armed with a Hand Weapon. He may have no other equipment. In addition, the Mage is a Level 1 Wizard. He may use any Lore.
He may be upgraded to a Level 2 Wizard (+35pts, +2 UP).

Step 6: Command Section
In addition to the Officer, you may promote one man to a Lieutenant (+10pts, +1 A) or a Marksman (+5pts, +1 Bs). Note that a Marksman may only be taken in a unit with Ranged weapons. Also, you cannot take both; it is one or the other.
Any regiment may promote one man to a Musician (+5pts).
Any non-Skirmishing and non-Scout unit may have a Standard Bearer (+10pts).

The Standard Bearer may have a Magic Banner from any Army Book at the cost listed therein (+5 UP). Note that any penalties applying to who can use the Banner (such as “Knights Only” for the Steel Standard) are ignored, as this is not the actual Banner, just another Magic Banner with very similar effects!

Step 7: Raising the Regiment
Each Regiment should be 10 men basic (5 if Skirmishers), including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Finally, you need a name for the Regiment, a name for the Officer, a history and a Battle Cry. Don’t forget any races that cannot hire them (normally linked to fluff).


To demonstrate how this works, here are some sample Regiments:

Vendal’s Lost Crusade:
Vendal was a prominent Knight of the Empire once, but a series of tragic events left him lost, alone, and wondering what to do with himself.
For many years this man wandered the steaming jungles of Lustria, until after countless desperate skirmishes, he alone emerged as the sole survivor of a Knight Crusade.
Disillusioned, dying and believed dead by his superiors, Vendal became a Mercenary, leading his men back into the jungles time and again. One such venture came across the arms and armour of his former comrades, and left him with some of the best-equipped Mercs in the business!

For Hire: Any army, except Bretonnians and Lizardmen, may hire Vendal’s Lost Crusade as a Rare Choice. Alternatively, he may be taken as a Special Choice for a Dogs of War army.
Battle Cry: Onward for Gold, and the memories of the Fallen!
[table][tr][td] [/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Vendal[/td][td]4[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]8[/td][/tr]
[tr][td]Sern[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]7[/td][/tr]
[tr][td]Crusader[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][/tr][/table]
Cost: 205pts for Vendal, Sergeant Sern, a Musician, a Standard Bearer and six Crusaders. Additional Crusaders may be purchased at +10pts per model.
Equipment: Vendal is armed with a Sword of Striking and Full Plate Armour.
The Crusaders are armed with Halberds and Full Plate Armour.
SPECIAL RULES:
Vendal and his men suffer Hatred against Lizardmen.

Larcos Pistolers:
If you have an unhealthy love of black powder, a need for danger, a skill with pistols and an obsession with gold, you probably work for Larcos.
Larcos and his men work best up close and personal. They like nothing more than to charge in, pistols blazing, and take apart the enemy up close and personal! So great is their love of all things explosive that they are often paid in gunpowder rather than gold!

For Hire: Any army, except Bretonnians may hire the Larcos Pistolers as a Rare Choice. Alternatively, he may be taken as a Core Choice for a Dogs of War army.
Battle Cry: The Larcos pistolers have no official cry; the roar of their guns is battle-cry enough for them!
[table][tr][td] [/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Larcos[/td][td]4[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]3[/td][td]8[/td][/tr]
[tr][td]Pistoler[/td][td]4[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][/tr][/table]
Cost: 130pts for Larcos and 4 Pistolers. Additional Pistolers may be purchased at +15pts per model.
Equipment: Larcos and his men are equipped with a Brace of Pistols and Light Armour.
SPECIAL RULES:
The Larcos Pistolers are Skirmishers and Scouts.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 28 Jun 2006, 20:44   #2 (permalink)
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Default Re: Gold and Glory: Dogs of War Generator

Using Other Races:
There are some alterations required when creating a Regiment of a race other than Humans. Each race will be looked at in turn. First, we'll use the Greenskins.

Step 1: Choose a Race
There are so many different "Races" of Greenskins that it's difficult to decide what to work with. For simplicity, we work on Orcs and Goblins, then allow for alterations.
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Orc[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]1[/td][td]2[/td][td]1[/td][td]7[/td][/tr]
[tr][td]Goblin[/td][td]1[/td][td]4[/td][td]2[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]2[/td][td]1[/td][td]6[/td][/tr][/table]
Orcs, Savage Orcs and Black Orcs have Choppas, Goblins have Hand Weapons.
Racial Upgrades:
Orcs may be upgraded to Savage Orcs at +2pts per model.
Orcs may be upgraded to Black Orcs at +4pts. Black Orcs have Str 4 and Ld 8.
Goblins may be upgraded to Night Goblins. Night Goblins have I 3 and Ld 5.
Racial Special Rules:
Orcs have Animosity, Ignore Goblin Panic and Choppa.
Savage Orcs have Animosity, Ignore Goblin Panic, Frenzy, Warpaint and Choppa.
Black Orcs have Quell Animosity, Ignore Greenskin Panic and Choppa.
Goblins have Animosity and Fear Elves.
Night Goblins have Animosity, Fear Elves and Hate Dwarfs.
Unit Type:
Orcs and Goblins are 2 UP.
Savage Orcs and Night Goblins are 3 UP.
Black Orcs are 4 UP.

Step 2: Skills and Drills
All costs are shown "per model".
You may purchase any of the following upgrades:
Scouts and Skirmishers (1 UP): +2pts.*
Skirmishers (1 UP): +1pt.
Scouts (2 UP): +1pt.*
Stubborn (1 UP): +1pt.**
Frenzy (1 UP): +1pt.***
Killing Blow (4 UP): +2pts.
Hatred (1 UP): +1pt. per army****.
Note that the Officer leading the regiment pays double the amount for these upgrades (5x the amount for Killing Blow).

* = Goblins and Night Goblins only.
** = Orcs, Savage Orcs and Black Orcs only.
*** = May not be taken by Savage Orcs (they're already Frenzied!).
**** = The “Armies” are classed below:
Beastmen; Bretonnians; Chaos (Mortals and Daemons); Dark Elves; Dwarfs; Empire;
High Elves; Lizardmen; Ogres; Orcs and Goblins; Skaven; Tomb Kings; Vampire Counts; Wood Elves.
Note that a regiment cannot be used by an army that it suffers Hatred towards.

In addition, you may purchase the following stat improvements. None can be purchased more than once. In addition, each improvement after the first costs 1 UP in addition to the costs listed below:
+1 Ws: +1pt.
+1 Bs: +1pt.
+1 S: +2pts (Cannot be taken by Black Orcs).
+1 T: +2pts (Goblins/Night Goblins only).
+1 I: +1pt.
+1 Ld: +1pt (Cannot be taken by Black Orcs).

Step 3: Weapons
All costs are shown “per model”.

Goblins/Night Goblins may be armed with one of the following:
Halberd (+1pts); Spear (+1pts)*; Additional Hand Weapons (+2pts); Great Weapons (+2pts).
And/or one of the following:
Shortbow (+2pts); Bow (+4pts).

Orcs, Savage Orcs or Black Orcs may be armed with one of the following:
Halberd (+2pts); Spear (+2pts)*; Additional Hand Weapons (+2pts); Great Weapons (+2pts).
And/or one of the following:
Shortbow (+2pts); Bow (+4pts); Crossbow (+5pts).
* = Cannot be chosen by units that can Skirmish.
If the unit has a melee weapon upgrade and a ranged weapon, add 1 UP.
If a Skirmishing or Scouting has a melee weapon upgrade, add 1 UP.

Step 4: Armour
All costs are shown “per model”.
Any unit may be equipped with Light Armour (+1pt).
Any unit may be equipped with Heavy Armour (+2pts). However, Skirmish or Scout units add 2 UP.
Any unit may be given a Shield (+1pt), provided they are not equipped with a two-handed weapon, or two Hand Weapons.

Savage Orcs may only take Shields.

Step 5: Officer
Officers can be found in the Orcs and Goblins book (Use the appropriate "Big Boss").
The Officer has the same weapons as his Regiment.
Alternatively, you may purchase weapons, armour or items from the Common Magic Items list. For each change the Captain has to his men’s equipment (not including Magic items), add 1 UP. Note that you do not need to buy weapons replaced by Magic Items (eg: If you buy an Enchanted shield, there is no need to buy a normal one as well).
If the regiment is armed with Spears or Pikes, the commander is armed with a Hand Weapon (or Choppa where applicable).

If you wish, you may use a different type of Greenskin as the Officer. Add +1 UP if this is done.

Note that Orcs will never follow a Shaman.

Step 6: Command Section

In addition to the Officer, you may promote one man to a Champion (+1 A).
Any regiment may promote one man to a Musician.
Any non-Skirmishing and non-Scout unit may have a Standard Bearer.
Costs shown here are for Champion, Musician and Standard Bearer, in that order:
Orcs: 13/5/10.
Savage Orcs: 13/5/10.
Black Orcs: 15/6/12.
Goblins: 8/4/8.
Night Goblins: 8/4/8.

The Standard Bearer may have a Magic Banner from any Army Book at the cost listed therein (+5 UP). Note that any penalties applying to who can use the Banner (such as “Knights Only” for the Steel Standard) are ignored, as this is not the actual Banner, just another Magic Banner with very similar effects!

Step 7: Raising the Regiment
Each Regiment of Orcs, Savage Orcs and/or Black Orcs should be 10 men basic (5 if Skirmishers), including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Each Regiment of Goblins and/or Night Goblins should be 20 men basic (10 if Skirmishers), including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Finally, you need a name for the Regiment, a name for the Officer, a history and a Battle Cry. Don’t forget any races that cannot hire them (normally linked to fluff).

Elves
Elven mercs are not exactly common, but they are valued by anyone who can obtain their services knows they are well worth the price they ask.
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Elf[/td][td]6[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]5[/td][td]1[/td][td]8[/td][/tr][/table]
Racial Special Rules:
Elves have no racial special rules (any Elf that becomes a Merc isn't likely to be much like his fellows...).
Unit Type:
Elves have 3 UP.

Step 2: Skills and Drills
Some units have particular skills that are valuable on the battlefield. Others are exceptionally well trained, or simply have a natural skill that surpasses others of their race.
All costs are shown "per model".
You may purchase any of the following upgrades:
Scouts and Skirmishers (1 UP): +2pts.
Skirmishers (1 UP): +1pt.
Scouts (2 UP): +1pt.
Stubborn (1 UP): +1pt.
Frenzy (1 UP): +1pt.
Killing Blow (4 UP): +2pts.
Hatred (1 UP): +1pt. per army*.
Note that the Officer leading the regiment pays double the amount for these upgrades (5x the amount for Killing Blow).

* = The “Armies” are classed below:
Beastmen; Bretonnians; Chaos (Mortals and Daemons); Dark Elves; Dwarfs; Empire;
High Elves; Lizardmen; Orcs and Goblins; Skaven; Tomb Kings; Vampire Counts; Wood Elves.
Note that a regiment cannot be used by an army that it suffers Hatred towards.

In addition, you may purchase the following stat improvements. None can be purchased more than once. In addition, each improvement after the first costs 1 UP in addition to the costs listed below:
+1 Ws: +2pts.
+1 Bs: +2pt.
+1 S: +2pts.
+1 T: +2pts.
+1 Ld: +2pts.

Step 3: Weapons
All costs are shown “per model”.
All models are armed with a single Hand Weapon.
All models may be armed with one of the following:
Halberd (+2pts); Spear (+2pts)*; Additional Hand Weapon (+2pts); Great Weapon (+2pts); Pike (+6pts)*.
And/or one of the following:
Bow (+4pts); Longbow (+5pts); Crossbow (+5pts); Repeater Crossbow (+5pts); Handgun (+5pts); Pistol (+4pts); Brace of Pistols (+8pts).
Any weapon (except Black Powder Weapons) may be Poisoned at +1pt.
* = Cannot be chosen by units that can Skirmish.
If the unit has a melee weapon upgrade and a ranged weapon, add 1 UP.
If a Skirmishing or Scouting has a melee weapon upgrade, add 1 UP.

Step 4: Armour
All costs are shown “per model”.
Any unit may be equipped with Light Armour (+1pt).
Any unit may be equipped with Heavy Armour (+2pts). However, Skirmish or Scout units add 2 UP.
Any unit may be given a Shield (+1pt), provided they are not equipped with a two-handed weapon, or two Hand Weapons.

Step 5: Officer
Officers have the following profile:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Officer[/td][td]70[/td][td]5[/td][td]6[/td][td]6[/td][td]4[/td][td]3[/td][td]2[/td][td]7[/td][td]3[/td][td]9[/td][/tr][/table]
The officer is equipped with the same basic weapons and/or armour as his men, using the costs shown:
Halberd (+4pts); Additional Hand Weapon (+4pts); Great Weapon (+4pts). Bow (+8pts); Longbow (+10pts); Crossbow (+10pts); Repeater Crossbow (+5ts); Handgun (+10pts); Pistol (+7pts); Brace of Pistols (+14pts).
Any weapon, except Black power weapons, may be Poisoned at +3pts.
Light Armour (+2pts); Heavy Armour (+4pts); Full Plate Armour (+8pts); Shield (+2pts).
Alternatively, you may purchase weapons, armour or items from the Common Magic Items list. For each change the Captain has to his men’s equipment (not including Magic items), add 1 UP. Note that you do not need to buy weapons replaced by Magic Items (eg: If you buy an Enchanted shield, there is no need to buy a normal one as well).
If the regiment is armed with Spears or Pikes, the commander is armed with a Hand Weapon.

Alternatively, you may use a Mage Commander (+2 UP), using the profile below:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr]
[tr][td]Mage[/td][td]85[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]5[/td][td]1[/td][td]8[/td][/tr][/table]
The Mage is armed with a Hand Weapon. He may have no other equipment. In addition, the Mage is a Level 1 Wizard. He may use any Lore.
He may be upgraded to a Level 2 Wizard (+35pts, +2 UP).
If the unit is a Dark Elf unit, their Mage may be upgraded to a Sorceress at +5pts (+10pts if upgraded to a Level 2 Mage). The Sorceress uses Dark Magic, and adds +1 to all Casting rolls.
If the unit is a High Elf unit, their Mage may be upgraded to a High Elf Mage at +5pts (+10 if upgraded to a Level 2 Mage). The High Elf Mage uses High Magic, and adds +1 to all Dispel rolls.

Step 6: Command Section
In addition to the Officer, you may promote one man to a Lieutenant (+10pts, +1 A) or a Marksman (+5pts, +1 Bs). Note that a Marksman may only be taken in a unit with Ranged weapons. Also, you cannot take both; it is one or the other.
Any regiment may promote one man to a Musician (+5pts).
Any non-Skirmishing and non-Scout unit may have a Standard Bearer (+10pts).

The Standard Bearer may have a Magic Banner from any Army Book at the cost listed therein (+5 UP). Note that any penalties applying to who can use the Banner (such as “Knights Only” for the Steel Standard) are ignored, as this is not the actual Banner, just another Magic Banner with very similar effects!

Step 7: Raising the Regiment
Each Regiment should be 10 men basic (5 if Skirmishers), including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Finally, you need a name for the Regiment, a name for the Officer, a history and a Battle Cry. Don’t forget any races that cannot hire them (normally linked to fluff).
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
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Old 28 Jun 2006, 20:51   #3 (permalink)
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Default Re: Gold and Glory: Dogs of War Generator

Dwarfs
Dwarfs love gold, and this desire for riches often leads many young Dwarfs down the path of the Mercenary. However, there are some who favour the life of a sell-sword far more than the normal life in a Karak. These tend to be the strongest, smartest and deadliest Dwarf Mercenaries.
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Dwarf[/td][td]6[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]4[/td][td]1[/td][td]2[/td][td]1[/td][td]9[/td][/tr][/table]
Racial Special Rules:
Dwarfs flee and pursue D6-1", may march when within 8" of an enemy unit, and Hate Orcs and Goblins.
Unit Type:
Dwarves have 3 UP.

Step 2: Skills and Drills
Some units have particular skills that are valuable on the battlefield. Others are exceptionally well trained, or simply have a natural skill that surpasses others of their race.
All costs are shown "per model".
You may purchase any of the following upgrades:
Scouts and Skirmishers (3 UP): +2pts.
Skirmishers (2 UP): +1pt.
Scouts (2 UP): +1pt.
Stubborn (1 UP): +1pt.
Frenzy (1 UP): +1pt.
Killing Blow (4 UP): +2pts.
Hatred (1 UP): +1pt. per army*.
Note that the Officer leading the regiment pays double the amount for these upgrades (5x the amount for Killing Blow).

* = The “Armies” are classed below:
Beastmen; Bretonnians; Chaos (Mortals and Daemons); Chaos Dwarves, Dark Elves; Empire;
High Elves; Lizardmen; Ogres; Skaven; Tomb Kings; Vampire Counts; Wood Elves.
Note that a regiment cannot be used by an army that it suffers Hatred towards.

In addition, you may purchase the following stat improvements. None can be purchased more than once. In addition, each improvement after the first costs 1 UP in addition to the costs listed below:
+1 Ws: +2pts.
+1 Bs: +1pt.
+1 S: +2pts.
+1 T: +2pts.
+1 I: +1pt.
+1 Ld: +3pts.

Step 3: Weapons
All costs are shown “per model”.
All models are armed with a single Hand Weapon.
All models may be armed with one of the following:
Halberd (+2pts); Spear (+2pts)*; Additional Hand Weapon (+2pts); Great Weapon (+2pts); Pike (+6pts)*.
And/or one of the following:
Crossbow (+5pts); Dwarf Handgun (+7pts); Pistol (+4pts); Brace of Pistols (+8pts).
* = Cannot be chosen by units that can Skirmish.
If the unit has a melee weapon upgrade and a ranged weapon, add 1 UP.
If a Skirmishing or Scouting has a melee weapon upgrade, add 1 UP.
Scouting Units that cannot Skirmish and are armed with a Great Weapon do not add the +1 UP for having a Melee Weapon upgrade.

Step 4: Armour
All costs are shown “per model”.
Any unit may be equipped with Light Armour (+1pt).
Any unit may be equipped with Heavy Armour (+2pts). However, Skirmish or Scout units add 2 UP.
Any non-skirmishing and/or non-scout unit may be given Full Plate armour (+4pts). The unit adds 1 UP.
Any unit may be given a Shield, provided they are not equipped with a two-handed weapon, or two Hand Weapons.

Step 5: Officer
Officers have the following profile:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Officer[/td][td]65[/td][td]3[/td][td]6[/td][td]4[/td][td]4[/td][td]5[/td][td]2[/td][td]3[/td][td]3[/td][td]9[/td][/tr][/table]
The officer is equipped with the same basic weapons and/or armour as his men, using the costs shown:
Halberd (+4pts); Additional Hand Weapon (+4pts); Great Weapon (+4pts). Crossbow (+10pts); Dwarf Handgun (+14pts); Pistol (+7pts); Brace of Pistols (+14pts).
Light Armour (+2pts); Heavy Armour (+4pts); Full Plate Armour (+8pts); Shield (+2pts).
Alternatively, you may purchase weapons, armour or items from the Common Magic Items list. For each change the Captain has to his men’s equipment (not including Magic items), add 1 UP. Note that you do not need to buy weapons replaced by Magic Items (eg: If you buy an Enchanted shield, there is no need to buy a normal one as well).
If the regiment is armed with Spears or Pikes, the commander is armed with a Hand Weapon.

Step 6: Command Section
In addition to the Officer, you may promote one man to a Lieutenant (+10pts, +1 A). Note that a Marksman may only be taken in a unit with Ranged weapons. Also, you cannot take both; it is one or the other.
Any regiment may promote one man to a Musician (+5pts).
Any non-Skirmishing and non-Scout unit may have a Standard Bearer (+10pts).

The Standard Bearer may have a Magic Banner from any Army Book at the cost listed therein (+5 UP). Note that any penalties applying to who can use the Banner (such as “Knights Only” for the Steel Standard) are ignored, as this is not the actual Banner, just another Magic Banner with very similar effects!

Step 7: Raising the Regiment
Each Regiment should be 10 men basic (5 if Skirmishers), including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Finally, you need a name for the Regiment, a name for the Officer, a history and a Battle Cry. Don’t forget any races that cannot hire them (normally linked to fluff).

Ogres
Ogres love a good scrap as much as anyone. Indeed, Ogres seem to love a fight more than most, and have no aversion to the Mercenary life.
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Ogre[/td][td]35[/td][td]6[/td][td]3[/td][td]2[/td][td]4[/td][td]4[/td][td]3[/td][td]2[/td][td]3[/td][td]7[/td][/tr][/table]
Racial Special Rules:
Ogres cause Fear, and have the Bull Charge special rule (see Ogre Kingdoms).
Unit Type:
Ogres have 4 UP.

Step 2: Skills and Drills
Some units have particular skills that are valuable on the battlefield. Others are exceptionally well trained, or simply have a natural skill that surpasses others of their race.
All costs are shown "per model".
You may purchase any of the following upgrades:
Stubborn (2 UP): +3pts.
Frenzy (2 UP): +3pts.
Killing Blow (6 UP): +6pts.
Hatred (1 UP): +3pts. per army*.
Note that the Officer leading the regiment pays double the amount for these upgrades (5x the amount for Killing Blow).

* = The “Armies” are classed below:
Beastmen; Bretonnians; Chaos (Mortals and Daemons); Dark Elves; Dwarfs; Empire;
High Elves; Lizardmen; Ogres; Orcs and Goblins; Skaven; Tomb Kings; Vampire Counts; Wood Elves.
Note that a regiment cannot be used by an army that it suffers Hatred towards.

In addition, you may purchase the following stat improvements. None can be purchased more than once. In addition, each improvement after the first costs 1 UP in addition to the costs listed below, unless stated otherwise:
+1 Ws: +3pts.
+1 Bs: +3pts.
+1 S: +6pts, 2 UP
+1 Ld: +3pts.

Step 3: Weapons
All costs are shown “per model”.
All models are armed with an Ogre Club.
All models may be armed with one of the following instead of their Ogre Club:
Halberd (+6pts); Spear (+6pts); Ogre Club and Additional Hand Weapon (+4pts); Hand Weapon and Ironfist (+5pts); Great Weapon (+6pts).
And/or one of the following:
Crossbow (+3pts)*; Brace of Crossbows (+6pts)*; Handgun (+3pts)*; Brace of Handguns (+6pts)*; Leadbelcher Cannon (+18pts, +1 UP).
* = Can be used as if it were a Pistol.
If the unit has a melee weapon upgrade and a ranged weapon, add 1 UP. If the unit has a melee weapon upgrade and a Leadbelcher Cannon, add 2 UP.

Step 4: Armour
All costs are shown “per model”.
Any unit may be equipped with Light Armour (+2pts).
Any unit may be equipped with Heavy Armour (+4pts). Add 1 UP
Any unit may be equipped with Full Plate armour (+8pts). The unit adds 3 UP.

Step 5: Officer
Officers have the following profile:
[table][tr][td] [/td][td]Cost[/td][td]M[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][/tr][tr][td]Officer[/td][td]130[/td][td]6[/td][td]5[/td][td]5[/td][td]5[/td][td]5[/td][td]4[/td][td]3[/td][td]4[/td][td]8[/td][/tr][/table]
The officer is equipped with the same basic weapons and/or armour as his men, using the costs shown:
Halberd (+8pts); Spear (+8pts); Ogre Club and Additional Hand Weapon (+8pts); Hand Weapon and Ironfist (+10pts); Great Weapon (+8pts).
Light Armour (+3pts); Heavy Armour (+6pts); Full Plate Armour (+12pts).
Alternatively, you may purchase weapons, armour or items from the Common Magic Items list. For each change the Captain has to his men’s equipment (not including Magic items), add 1 UP. Note that you do not need to buy weapons replaced by Magic Items (eg: If you buy an Enchanted shield, there is no need to buy a normal one as well).
If the regiment is armed with Spears, the commander is armed with an Ogre Club.

Step 6: Command Section
In addition to the Officer, you may promote one Ogre to a Crusher (+20pts, +1 A).
Any regiment may promote one Ogre to a Bellower (+10pts). They count as Musicians.
Any unit may have a Standard Bearer (+20pts), which may have a Lookout-Gnoblar (+5pts).

The Standard Bearer may have a Magic Banner from any Army Book at the cost listed therein (+5 UP). Note that any penalties applying to who can use the Banner (such as “Knights Only” for the Steel Standard) are ignored, as this is not the actual Banner, just another Magic Banner with very similar effects!

Step 7: Raising the Regiment
Each Regiment should be 4 Ores basic, including the Officer, and Command Section. Additional models may be purchased at the costs worked out above.

Finally, you need a name for the Regiment, a name for the Officer, a history and a Battle Cry. Don’t forget any races that cannot hire them (normally linked to fluff).
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Old 28 Jun 2006, 22:44   #4 (permalink)
Shas'La
 
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Default Re: Gold and Glory: Dogs of War Generator

Awesome idea, but should dwarves really get skirmishers? It's kinda un dwarf like.
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Old 29 Jun 2006, 06:32   #5 (permalink)
Ethereal
 
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Default Re: Gold and Glory: Dogs of War Generator

So is giving Elves Handguns.

The point of this is not to bracket your choices. If you want a Skirmishing Dwarf unit, you can. That's part of the fun.
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Old 29 Jun 2006, 10:53   #6 (permalink)
Shas'La
 
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Default Re: Gold and Glory: Dogs of War Generator

Touché. You have no idea how long I've wanted a unit of heavily armoured halbediers.
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