PL Fan AL DoW - propozycje na dziś

Dogs of War

Moderator: esgaroth

Zablokowany
Awatar użytkownika
Kokesz
Kretozord
Posty: 1749
Lokalizacja: kolebka cywilizacji

PL Fan AL DoW - propozycje na dziś

Post autor: Kokesz »

W tym temacie będą przedstawiane propozycje jednostek, zasad itp. dla nowego AL DoW. Temat będzie się zmieniał z czasem.

CORE UNITS:

PIKEMEN:
points/model: 7

Pikemen M4 WS3 BS3 S3 T3 W1 I3 A1 LD7
champion M4 WS3 BS3 S3 T3 W1 I3 A2 LD7

Unit size: 10+
Equipment: Hand weapon, Pike, Light armour

Options:
- Upgrade one Pikeman to a musician for +5 pts.
- Upgrade one Pikeman to a standard bearer for +10 pts.
- Upgrade one Pikeman to a Sergeant for +10 pts.
- Any unit may be equipped with Heavy armour (+1 pts/per model)
- One unit of Pikemen can have a magic banner worth up to 25 pts.


DUELLISTS:
points/model: 5

Duelists M4 WS4 BS3 S3 T3 W1 I4 A1 LD7
Champion M4 WS4 BS3 S3 T3 W1 I4 A2 LD7

Unit size: 8+
Equipment: Hand Weapons
Special Rules: Skirmish, Light Infantry (Deullists don't cause panic), Duelists do not count toward the minimum number of Core Units

Options:
- Upgrade one Duellist to a musician for +4 pts.
- Upgrade one Duellist to a Champion for +8 pts.
- Any unit may be equipped with additional hand weapon (+1 pt/per model)
- Any unit may be equipped with Pistols (+3 pts/per model)
- Any unit may be equipped with Throwing Knives (+1 pts/per model)
- Any unit may be equipped with Buclers (+1 pts/per model)
- The Champion may carry one or two pistols (+3/+6 pts.)


MARKSMEN:
points/model: 7

Marksman M4 WS3 BS3 S3 T3 W1 I3 A1 LD7
Champion M4 WS3 BS4 S3 T3 W1 I3 A1 LD7

Unit size: 10+
Equipment: Crossbow

Options:
- Upgrade one Marksman to a musician for +5 pts.
- Upgrade one Marksman to a standard bearer for +10 pts.
- Upgrade one Marksman to a Champion for +10 pts.


LIGHT CAVALERY:
points/model: 11

Light Cavalery M4 WS3 BS3 S3 T3 W1 I3 A1 LD7
Champion M4 WS3 BS3 S3 T3 W1 I3 A2 LD7
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 LD6

Unit size: 5+
Mount: Warhorse
Equipment: Hand weapon
Special Rules: Fast Cavalry, Fast Cavalry unless having 4+ armour save

Options:
- Upgrade one Light Cavalery to a musician for +6 pts.
- Upgrade one Light Cavalery to a standard bearer for +12 pts.
- Upgrade one Light Cavalery to a Champion for +12 pts.
- Any unit may be equipped with Light armour (+1 pts/per model)
- Any unit may be equipped with shield (+1 pts/per model)
- Any unit may be equipped with Spear (+1 pts/per model)
- Any unit may be equipped with Light Crossbow (+3 pts/per model)


HEAVY CAVALERY:
points/model: 19

Knight M4 WS4 BS3 S3 T3 W1 I3 A1 LD8
Champion M4 WS4 BS3 S3 T3 W1 I3 A2 LD8
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 LD6

Unit size: 5+
Mount: Warhorse
Equipment: Hand weapon, Heavy Armour, Lance, Shield


Options:
- Upgrade one Heavy Cavalery to a musician for +7 pts.
- Upgrade one Heavy Cavalery to a standard bearer for +14 pts.
- Upgrade one Heavy Cavalery to a Champion for +14 pts.
- Any unit may be equipped with Barding for warhorse (+2 pts/per model)
- A standard bearer may carry a magic standard worth up to 50 points



SPECIAL UNIT

HALFLINGS:
points/model: 4

Halfing M4 WS2 BS4 S2 T2 W1 I5 A1 LD8
Champion with Bow M4 WS2 BS5 S2 T2 W1 I5 A1 LD8
Champion with Spear M4 WS2 BS4 S2 T2 W1 I5 A2 LD8

Unit size: 10+
Equipment: Spear, Light Armour and Shield
Special Rules: Forester

Options:
- Upgrade one Halfling to a musician for +4 pts.
- Upgrade one Halfling to a standard bearer for +8 pts.
- Upgrade one Halfling to a Champion for +4 pts.
- Any unit may swap its Spears and Shields with short bows for +1 pts per model.
- For every unit of Halflings one Hot Pot Team can be field for 50 pts.

Hot Pot Teams:
Halfing Hot Pot T4 W2
Halfing Crew M4 WS2 BS4 S2 T2 W1 I5 A1 LD8

Number of crew: 3
Equipment Crew: Hand Weapons
Special Rules: Stonethrower Rules (Max range 36", Hits S3 no armour save, under tamplete hole S6, D3 Wo)

OGRES:
See rules of Ironguts, Leadblachers and Meneaters from Orge Kingdom Army Book.

DWARFS:
points/model: 7

Dwarf M3 WS4 BS3 S3 T4 W1 I2 A1 LD9
Champion M3 WS4 BS3 S3 T4 W1 I2 A2 LD9

Unit size: 10+
Equipment: Light Armour, Hand Weapon
Special Rules: Dwarf Rules

Options:
- Upgrade one Dwarf to a musician for +5 pts.
- Upgrade one Dwarf to a standard bearer for +10 pts.
- Upgrade one Dwarf to a champion for +10 pts.
- Any unit may swap Light armour witch Heavy armour for +1 pts.
- Any unit may be equipped with shield (+1 pts/per model)
- Any unit may be equipped with Great Weapon (+2 pts/per model)
- Any unit may be equipped with Crossbow (+4 pts/per model)
- One unit of Dwarfs can have a magic banner worth up to 50 pts.

GUARDS:
points/model: 8

Bodyguards M4 WS4 BS3 S4 T3 W1 I4 A1 LD8
Champion M4 WS4 BS3 S4 T3 W1 I4 A2 LD8

Unit size: 10+
Equipment: Heavy armour, Halberd
Special Rules: Stubborn, Bodyguards (As long as there is a living Paymaster in the unit that was fielded in that unit at the start of the battle the Bodyguards are immune to panic and fear)

Options:
- Upgrade one Bodyguards to a musician for +6 pts.
- Upgrade one Bodyguards to a standard bearer for +12 pts.
- Upgrade one Bodyguards to a Champion for +12 pts.
- Any unit may be equipped with Shield (+1 pts/per model)
- A standard bearer may carry a magic standard worth up to 50 points


NORSE MARAUDERS:
points/model: 6

Marauder M4 WS4 BS3 S3 T3 W1 I4 A1 LD7
Champion M4 WS4 BS3 S3 T3 W1 I4 A2 LD7

Unit size: 10+
Equipment: Hand weapon
Special Rules: Frenzy

Options:
- Upgrade one Norse Marauders to a musician for +5 pts.
- Upgrade one Norse Marauders to a standard bearer for +10 pts.
- Upgrade one Norse Marauders to a champion for +10 pts.
- Any unit may be equipped with Shield (+1 pts/per model)
- Any unit may be equipped with Light Armour (+1 pts/per model)
- Any unit may be equipped with Great Weapon (+2 pts/per model)
- Any unit may be equipped with Flai (+1 pts/per model)
- Any unit may be equipped with additional Hand Weapon (+1 pts/per model)
- One unit of Norse Mauraders can have a magic banner worth up to 50 pts.

RARE UNITS:

RHINOX RIDERS:
See rules of Rhinox Riders from White Dwarf 309

CANNON:
points/model: 85

Great Cannon T7 W3
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 LD7

Number of crew: 3
Equipment: Each crewman carries a hand weapon.
Special Rules: Cannon Rules (Max range 48", Hits S10 no armour save, D3 Wo)

GIANT:
points/model: 205

Giant M6 WS3 BS3 S6 T5 W6 I3 AS LD10

Special Rules: Giant Rules

Special Equipment Rules

Light Crossbow:
It is a shorter and quick loading version of the
traditional crossbow used mainly by cavalry units.
Range: 18” Strength: 4

Bucler:
The Buckler is a small shield attached to the arm that provides an
additional +1 armour save to the wielder in close
combat. It can be used with all hand weapons
including two handed weapons. Bucler provides a bonus hand weapon and shield (including two hand weapon).
Bucler does not provide protection
(+1 armour save) againts range attack.

Pikes:
Models armed with pikes receive a +1 Strength bonus and armour piercing
only against charging models with US2 or more.

A weapon often favoured by mercenary regiments is
the pike. Pikes are very long spears, almost twice
as long as a normal spear and longer even than a
horseman's lance. They have the following
exceptions to Spears: pikes fight in four ranks,
Require two hands and always strikes first
in first round of every combat.

All these special rules cannot be used against enemy units fighting the
pikemen’s flank or rear.


Zgodnie z obietnicą zamieszczam tu stare, stworzone przez GW "dziwactwa" generała DoW. Były one zamieszczone w jakim WDwarfie razem z zasadami wystawiania lordów DoW z innych ras.

Quirks of Character: Mercenary generals frequently have some dark secret or quirk in their character, which explains why they became great generals. Your general should nor be lacking such a quality so you must pick one charakter trait for your general from the list below.

Bunished Exile (+30 p.)
The character has been exiled by his own kind. Therefore he hates his own race for shunning him. So for exemple, an exiled High Elf would hate High Elves. The general will not include any regiments of the hated race in his army.

Cunning (+20 p.)
The character is the master of low cunning and always uses tricks in hand-to-hand combat. The effect of this is that he will always strike first in han-to-hand combat.

Veteran (+20 p.)
The character is a grizzeld veteran of so many battles that he has superior fighting skill. He therefore gains +1 WS to represent this.

Blood Feud or Grudge (+35 p.)
The character has a long-standing grudge or blood feud against a specific race. This is probably because they once double-crossed him, treacherously betrayed him or wiped out his entire clan. The character hates one specific race of your choise. The general will not include any regiments of the hated race in his army.

Rich & Gready (+10 p.)
The charakter is immensely rich and always demands the highest price for his services or keeps the lion's share of the plunder. The result is that the pay chets is exceptionally big and full to overflowing. This inspires even more loyalty from his troops. To represent this you may re-roll failed Break tests within 16'' of the chest instead of the usual 12''.

Charismatic Leader (+25 p.)
The character inspires exeptional trust and devotion from his troops. They will follow him to the ends of the earth and beyond! To represent this the general gains +1 Ld up to a maximum of 10.
Obrazek

Zablokowany