Regiments of Renown

Regiments of Renown is an army list expansion designed to add a little extra flavour and expand the possibilities of standard army lists. It presents mercenary units that can be added (hired) to your existing armies. Their rules are described on the following pages. Both players have to agree on using Regiments of Renown before the battle.

Mercenaries are a common sight on the battlefields of the Warhammer world. Not all of them are human, although most are. Amongst the Dogs of War, freebooters from the frozen wastes of Norsca rub shoulders with Corsairs from Araby and mysterious warrior monks from the east.

Sellswords are assured of ready and profitable employment. The demand for soldiery in the Warhammer world has led to the establishment of numerous mercenary bands – soldiers who sold their services to whichever general happened to require them. Although some generals are willing to hire mercenary troops on a more or less permanent basis, most mercenaries are hired only when needed. Besides, the fees charged by the very best fighters are far too high for ordinary generals to pay on a long-term basis. The most successful mercenary captains become rich and influential in their own right, and their services are soon in demand throughout the Old World and beyond.

There are many mercenaries around the Old World. They mostly recruit from outlaws, pirates and renegades as well as simple adventurers looking for a fight, wealth and fame. They gather in wandering bands, companies and even entire armies around a charismatic and usually infamous leader and look for an opportunity to fight…​ especialy to fight for a proper payment. They call themselves – The Dogs of War.

Around them some are more recognizable than others, mostly by the name of their leader. In the land of Tilea – traditional home of mercenaries – that specific and the greatest formations are named Regiments of Renown. They are the most skilled, acomplished and noble mercenaries affordable for the wealthiest leaders such as kings, princes and mighty warlords. Sometimes they may be hired even by a Dogs of War leader, of course if he can pay enough. In the restless Old World they usualy have full hands of work to do.

Mercenaries commonly form into itinerant bands under the leadership of a charismatic or especially brutal leader. The most famous of these bands are, more often than not, known by the name of their leader, such as Verthhold Brekt‘s Halberdiers, Hagar Whitefang‘s Were-Marauders, Bradan Swiftleaf‘s Glade Riders, Khalag‘s Sure Shots, and the renowned Golgfag‘s Ogres.

birdmen

TODO Regiments of Renown army selector

Special rules

Army rules

For hire

Mercenary units are very popular in the Old World. Each army list may add (hire) a maximum of 1 Regiments of Renown unit for each full 1000 points of army value following the Allies Table. Hired units count towards the maximum allowance per 1000 points of the unit type indicated in the Hiring Regimens of Renown section.

Led by the Hero

To represent the presence of a strong leader, Regiments of Renown units including artillery and hero type cost 10 points more than their equivalents in the other armies (the extra point value is included in Regiments of Renown unit profile) and receive a +1 bonus to the combat Attack value of one stand. Note that this gives +1 Attack in total, not +1 to each stand! This extra attack is not included in the Army Selector profile.

No magic item may be given to hired Regiments of Renown units or heroes

Independent and Exclusive

Mercenaries recruit from many races and lands of the Old World. Living in the Empire greatly ‘humanised‘ them, but they still stay individual. Therefore, they are unaffected by any army or racial special rules - neither bonuses nor drawbacks.

Hired units can be ordered and brigaded without penalties, just like the other units in your army. In case of a blunder make separate Blunder roll for Regiments of Renown units if they are brigaded with other troops. That means one roll for your armylist troops and one roll for Regiments of Renown troops.

They can not be targeted by friendly spellcaster‘s spells and do not receive any benefit from friendly spells and effects including area spells and effects.

Additionally your army may contain only one of each unique listed unit. If your opponent hired the same regiment, just roll a dice and decide who got the ‘authentic‘ one and who ‘impersonated‘ one. Roll just for fun, without impact in the further game.

Unit rules

1. Pikemen

The pike is the traditional weapon of the mercenaries of Tilea. Twice as long as a spear and even longer than a cavalryman’s lance this is a truly fearsome although rather unwieldy weapon. Due to this Pikemen never benefit from defended or fortified status when in dense terrain (even partially) or on fortress walls etc. They still count as defended on higher ground or behind low obstacles as usual. Pikemen count as defended against cavalry or chariots charging to their front, except when the Pikemen are in dense terrain. This bonus only applies in the first combat round of an engagement.

Pikemen stands may only give or receive support by other infantry or Pikemen stands that are facing the same direction and touching their flank with the whole of their own flank. Any support behind or in front of Pikemen stand is not allowed. In all other respects they count as infantry (movement/pursuit etc.).

Pikemen are based as cavalry - i.e. the models are orientated towards the narrow edge of the base.

pikemen support
2. Dense Terrain

Lumpin Croop‘s Fighting Cocks are well used to sneaking about in woods and bushes. No command penalty is applied to this unit on account of dense terrain.

3. Throwing weapons

The unit has a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

4. Undead

The Cursed Company is undead, and as such the following rules apply to them:

They never act on initiative. The unit only moves in the Command phase if given orders.

They are unaffected by the -1 Command penalty for enemy within 20cm.

They are unaffected by the -1 Combat penalty for fighting terrifying troops.

They are unaffected by the Confusion rule - they cannot become confused for any reason.

5. Repeating crossbows

Mengil Manhide‘s Manflayers are equipped with repeating crossbows. They may shoot once at ranges up to 30cm and twice at ranges up to 15cm. A unit of three stands would therefore shoot 6 Attacks at a target within 15cm and 3 Attacks at a target at greater ranges. They may shoot at enemies that charge them - in which case they shoot 1 Attack per stand regardless of range.

6. Pistols

Long Drong‘s Slayer Pirates carry pistols…​ loads of pistols! They have a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

7. Ogres

Ogres flock to mercenaries for the chance of a good fight and as much as they can eat. These creatures are notoriously fond of fresh human meat, although they will eat practically anything that was once alive (or still is). To represent this, if an Ogre unit can use its initiative to charge an enemy unit of humans at the start of the Command phase then it must do so (not Dwarfs, Elves etc.).

8. Light Cavalry

Light cavalry formations have a great use among the mercenaries. They are experts at outmaneuvering an enemy and harrying his flanks. Light cavalry have a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

9. Birdmen

Only half-mad nutters like Tileans would try to fly! The Birdmen wear insane contraptions of light wood covered in canvas that are shaped like wings and allow them to glide on the air currents. These ‘wings’ allow the Birdmen to fly and still use their crossbows as normal. Because they are awkward flyers, they can be pursued by any type of enemy troops. Birdmen are based facing the long edge of the base in the same way as other infantry.

10. Galloper Guns

These are lighter artillery than Dwarf or Empire cannons; due to this they are shorter ranged, but can make up for their lighter shot by producing a higher volume of fire.

Galloper Guns move 20cm. All the normal rules for artillery applies as well as cannon’s rules for shooting (bounce through, no saves and reduction of cover values). Because they are light guns they have a range of only 40cm. They still may shoot at the charging enemy by firing ‘grapeshot’ as normal.

11. Dragons

Asarnil rides a Dragon. The Dragon can fly, increasing its rider‘s move to 100cm. An extra +3 Attacks are added (included in Asarnil‘s profile).

The Dragon can breath fire if the character has joined a unit that isn‘t engaged in combat. The fire breath has a range of 20cm and can be directed against one target as for normal shooting with 3 Attacks that are worked out in the usual way.

Additionaly Asarnil causes terror in his enemies.

manflyers
TODO Allies Table
+

Available for this army - see Hiring Regiments of Renown section for details.

/

Not available for this army.

Hiring Regiments of Renown

Each Regiments of Renown unit counts towards the maximum allowance per 1000 points of the unit type indicated in this section. Additionaly there are some restrictions in hiring specified units, i.e. Dwarves would never fight together with Greenskins or Elves or hiring The Cursed Company together with The Witchhunters is not a good idea too.

Examples:

  • The player hiring the Alcatani fellowship in a Dwarf army may field up to one Ranger unit instead of up to two in a 1000p value army. Rangers are highest point value limited infantry type unit in the Dwarf army.

  • The player hiring the Marksmen of Miragliano in a Chaos army does not restrict any of his units.

  • The player hiring Braganza‘s Besiegers in a Tomb Kings army may field up to two monster types (choosen by the player) instead of the three available in the army list for every 1000p.

  • The player hiring Voland‘s Venators in a High Elf army may field up to two Chariot units instead of three in a 1000p value army or five chariots instead of six in a 2000p value army. Chariots are the highest point value limited units of cavalry or chariot type in the High Elf army.

  • The player hiring Asarnil the Dragonlord in a 1000p Araby army can‘t field a Djinn monster mount as the limit is one per 1000p. In 2000p army player may field one Djinn instead of two.

Pirazzo‘s Lost Legion. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army. Lost Legion can not be hired together with Tichi- Huichi‘s Raiders.

Alcatani Fellowship. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Marksmen of Miragliano. Count as one highest point value limited shooting infantry type unit. If not available, hiring does not restrict taking other units.

Ricco‘s Republican Guard. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Leopold‘s Leopard Comapny. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Braganza‘s Besiegers. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Lumpin Croop‘s Fighting Cocks. Count as one highest point value limited shooting infantry type unit. If not available, hiring does not restrict taking other units.

Vespero‘s Vendetta. Hiring does not restrict taking other units.

Anakonda‘s Amazons. Hiring does not restrict taking other units.

The Cursed Company. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. The Cursed Company can not be hired together with The Witch Hunters.

Mengil Manhide‘s Manflayers. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army. Manflayers can not be hired together with Arsanil the Dragonlord, Long Drong‘s Slayer Pirates, Gotrek and Felix in any army nor Dwarfs in Dogs of War army.

Beorg Bearstruck and the Bearmen of Urslo. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Ruglud‘s Armoured Orcs. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army. Orcs can not be hired together with Long Drong‘s Slayer Pirates, Gotrek and Felix in any army nor Dwarfs in Dogs of War army.

Long Drong‘s Slayer Pirates. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army. Pirates can not be hired together with Ruglud‘s Armoured Orcs, Oglah Khan‘s Wolfboyz, Mengil Manhide‘s Manflyers nor Arsanil the Dragonlord.

Bronzino‘s Galloper Guns. Count as one highest point value artillery type unit.

Golgfag‘s Mercenary Ogres. Count as one highest point value limited infantry type unit. If not available, hiring does not restrict taking other units. Count as 1 of any monster type in Tomb Kings army.

Voland‘s Venators. Count as one highest point value limited cavalry or chariot unit type. Count as one Ranger unit in Dwarf army. Count as one Gutter Runners unit in Skaven army. The Birdmen of Catrazza. Count as one flying unit with size value 3 stands.

Al Muktar‘s Desert Dogs. Count as one highest point value limited cavalry or chariot unit type. Count as one Ranger unit in Dwarf army. Count as one Gutter Runners unit in Skaven army.

Oglah Khan‘s Wolfboyz. Count as one highest point value limited cavalry or chariot unit type. Count as one Gutter Runners unit in Skaven army. Wolfboyz can not be hired together with Long Drong‘s Slayer Pirates, Gotrek and Felix in any army nor Dwarfs in Dogs of War army.

Asarnil the Dragonlord. Count as one any Hero type unit and one of highest point value Monstrous Mount type causing terror. Arsanil can not be hired together with Mengil Manhide‘s Manflyers, Long Drong‘s Slayer Pirates or Gotrek and Felix in any army nor Dwarfs in Dogs of War army.

Tichi-Huichi‘s Raiders. Count as one highest point value limited cavalry or chariot unit type. Count as one Ranger unit in Dwarf army. Raiders can not be hired together with Pirazzo‘s Lost Legion.

Gotrek and Felix. Count as one any Hero type unit. They can not be hired together with Ruglud‘s Armoured Orcs, Oglah Khan‘s Wolfboyz, Mengil Manhide‘s Manflyers nor Arsanil the Dragonlord.

The Witch Hunters. Count as one any Hero type unit. The Witchhunters can not be hired together with The Cursed Company.

gotrek and felix