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Mordheim

original thread ↗

Ok, So I am about to actually play a game using my miniatures.

We are playing a mordheim game, which will be the first of many. I have the mordheim warband all printed out, some game sheets all printed out and stuff....


Any got any suggestions for how my list should be?
Just rooting through the SG site now and can't find rules for ogres, got link?
Ogre Warband
....    On the most eastern steeps of the world edge mountains, an ogre tribe called the Stoneeaters established their own prospering kingdom. Thanks to their proximity to the dwarfs and the empire of men, many an ogre got to see the world, fight as a mercenary, and return home as a maneater with epic stories, fabulous items and valuable treasure. So has the kingdom has risen in wealth and prosperity.
....    After the comet struck Mordheim, a young maneater named Oraag travelling through the Empire was hired by a mercenary warband, to guard the captain while they were searching for Wyrdstone. Oraag found the glittering of these stones to his liking, and took some shards with him when returning to his tribe.
....    The Wyrdstone didn't interest the fellow ogres at all, except a butcher called Horgh. He asked Oraag to give him one shard and did something very typical to an ogre - he swallowed it! He instantly felt sick, fell into a fit of convulsions and lost consciousness. Two days none of the ogres knew, whether Horgh is going to wake up or not. But did wake up on the third day and claimed that he spoke with the Great Maw, and received its blessing. So he called for Oraag wishing to speak with him.
....    No one knows what has been discussed then, as even the helping gnoblars were sent out not to be witnesses. But the next day Oraag left the tribe and brought more shards back from Mordheim. It didn't take long for Horgh to control the power he gained from the stones, he quickly was given the title "Prophet of the Maw" and became the Slaughtermaster of his tribe. Oraag's services were not forgotten. With the help of Horgh and his freshly gained powers Oraag became the tyrant of the Stoneeaters.
....    Understanding the importance of Wyrdstone more maneaters began to journey towards Mordheim in search of the valuable stones. More butchers started to learn the art of Wyrdstone eating and soon it became a common practice. The word spread very quick among the ogrish kingdoms and other tribes also began to seek the stones.
....    So it is a tradition now among the Stoneeaters, that if a young maneater wants to quickly earn fame and favour of the butchers, he will gather a band of young Ogres and head for Mordheim. If he returns successful, he gains respect and the butchers will mark him for greatness, but not many return from their quest for fame....

Special Rules:
Huuuuge: Ogres are big, massive and frightening creatures. All ogre models cause fear. All ogres are Large targets. Ogres also ignore all alone tests. An ogre can never have ithilmar nor gromril nor heavy armour - they don't make it in such sizes! All ogres have a warband rating of 20.

All to easy: It is nothing unusual for an ogre to slap a man. He does that all to often and doesn't learn much new from that. All Ogres receive half the experience points for taking a man-sized models (like on 20 or 25mm bases) out of action. They still receive the full experience point for taking a mounted model or a monster out of action. Also ogre henchmen and heroes apart from the runts receive half the experience point for surviving the battle, unless they got out of action during that battle. Then they receive normal points for that.

Rout tests: The ogres don't care that much about gnoblars. Gnoblars taken out of action don't count for any routing purposes. The opposing needs to take 25% of your ogres out of action in order to force you to make a rout test or volountarily rout. Example: A warband consisting of 5 ogres and 10 gnoblars routs after two ogres are taken out of action, but a warband with 3 ogres and 4 gnoblars needs rolling after one of the ogres is taken out of action.

Gluttony: Ogres have big stomachs. And need to eat much more than the average human. After selling you wyrdstone (sending it home, and receiving gc to buy resources), you HAVE TO buy food for your ogres, each ogre needs to eat one ration. A ration for one ogre costs 6 gc. If you cannot afford that, then you can choose to eat one gnoblar - it gives you one ration. If you don't have enough gnoblars left, then you must sacrifice one of your ogres (your choice) to be eaten. In this case , he will give you 5 rations. You retain any equipment the unlucky ogre had, and remember that your leader cannot be eaten. Another way to get food rations: If your Ogre warband wins a battle then all enemy Heroes, Hired Swords and Henchmen that were killed in hand-to-hand combat with an Ogre (as a result of a unlucky injury table roll, not if only taken out of action) or captured in the battle may be eaten! All human sized models are worth two rations, horses and other mounts are worth three rations and multiwound creature on big bases are worth 5 rations. You don't receive any equipment the eaten models had - it is discarded. Also if Straggler or Prisoners is rolled on the exploration chart, Ogres may eat the unlucky individuals, the straggler is worth one ration and prisoners are worth 2D3 rations. Any unused rations are lost, unless you have a butcher in your warband (see below). Note: Any member of your warband that gets killed in a fight might be eaten too!

Don't fight with eating knives: Ogres don't use daggers for fighting, just for eating. They don't carry them on the battlefield. If forced to, by loosing a weapon or dont carrying any weapon, they will fight unarmed. But since their physical strength the -1S penalty does not apply, but the +1 enemy armour save still does. They may make more than one unarmed attack, depending on their Attacks value. Note that you cannot combine this unarmed attack with another weapon, so it doesn't count as an additional attack like the dagger would. It can only be made if the ogre doesn't have any other weapons at his disposal.

Distasteful Company: Most hired swords will refuse to work for the Ogres as they know that they are just as likely to eat them as fight with them. Ogre warbands may only hire the following hired swords: Pit Fighter, Ogre Bodyguard and Warlock.

Gnoblars: Gnoblars aren't the bravest when it comes to fighting. Some of them prefer to hide themselves in a hole, rather than to get hurt. When shooting at any gnoblar that is behind cover the enemy gets an additional -1 to hit. This bonus is not cancelled by the trickshooter skill the enemy might posses. Gnoblars never block line of sight to other models and dont they don't count as cover for other models unless other gnoblars.  Each gnoblar has a warband rating of 3. Gnoblars can never become leaders.

Not really a threat: Gnoblars are often ignored when dealing with something as frightening as an ogre. A gnoblar may be attacked only if any ogres involved in that combat are either knocked down, stunned, or there are any ogres at all. If the ogre stands up, then gnoblars must be ignored in order to strike the bigger threat. Also a gnoblar can never be shot at when there is an ogre model nearer than the gnoblar.

Choice of Warriors
An Ogres warband must include a minimum of three models. You have 500 gold crowns (representing your initial resources) which you can use to recruit and equip your initial warband. The maximum number of models in the warband may never exceed 15.
Heroes:
Maneater-Kin : Each warband has to have one maneater-kin. No more, No less! He starts with 20 exp points.
Butcher-Kin : Your warband can include one Butcher-kin. He starts with 12 exp pts.
Ogre Runt : Your warband can include up to 2 ogre runts. They start with 4 exp pts.
Gnoblar Trappers : Your warband can include one Gnoblar Trappers. He starts with 2 exp points.
Henchmen:
Ogre bulls : Your warband can include up to 4 Ogre bulls.
Leadbelchers : Your warband can include up to 2 Leadbelchers.
Fighting Gnoblars : Any number of models can be Fighting Gnoblars. Remember though that you cannot have more than twice as many gnoblars as you have ogres in your warband. Every gnoblar counts towards this limit, not only the fighting ones, equipment gnoblars too!

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Skills : Each ogre hero can choose from combat, strength and special skills. Each Gnoblar can choose from shooting and speed skills. No other skills may be chosen when promoting a henchmen to a hero.
Maximum stats:
Ogre:
M  WS BS S  T  W  I  A  LD
6  6  5  5  5  5  6  5  9
Gnoblar:
M  WS BS S  T  W  I  A  LD
4  4  5  3  3  2  6  3  7
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1 Maneater-kin:
He's the one aspiring for fame and wealth. When leaving his tribe and heading for Mordheim he shows independence and confidence. Following the path of Oraag he might become a tyrant one day too...
185 gold crowns to hire.

M:6/WS:4/BS:3/S:4/T:4/W:3/I:3/A:2/LD:8

Weapons/Armour: May choose from the ogre bulls equipment list.

Special Rules:
Huuuge, All to Easy, Don't fight with eating knives: See special rules.  
Leader: Any models of the warband within 6" of the maneater-kin can use his leadership instead of their own. If the maneater dies, the new ogre chosen as leader will gain access to maneater equipment/skills.

0-1 Butcher-kin:
Young butchers often accompany the warbands in Mordheim. They are sent here to learn the art of wyrdstone eating and to do  some research about those magical stones.
150 gold crowns to hire.

M:6/WS:3/BS:2/S:4/T:4/W:2/I:3/A:2/LD:7

Weapons/armour : May choose from the Butcher list. Can have up to three equipment gnoblars.

Special rules:
Huuuge, All to Easy, Don't fight with eating knives:: See special rules.
Gastromancy: See below.
Food preservation: The Butcher allows you to store any unused rations for later use (eat). You may store up to 5 rations. Note them in your stored equipment list.
Starting ingredients: When you hire a butcher then he comes equipped with the following ingredients: D3 Disembodied Limbs, D3 Bedrocks, D3-1 bulls heart, one dry bone, one trollguts if you roll 4+ on a D6. You may buy up to two bulls hearts and one trollguts at their base cost when hireing a new butcher.

0-2 Runts:
Its the first time these Ogrelings leave their tribe and family. Not so big, they often can get scared by what they will find in the outside world. Still, almost every of them dreams of becoming a maneater some day, and receiving the mission to find wyrdstone...
50 gold crowns to hire.

M:6/WS:2/BS:2/S:3/T:4/W:2/I:2/A:1/LD:6

Weapons/armour : May choose from the bulls list.

Special Rules:
All to Easy, Don't fight with eating knives:: See special rules.
Not Huuuge: Runts don't follow the rules included in the 'Huuuge' rule. They don't cause fear, are not large targets, have to take all alone tests and have a warband rating of 10. They still cannot wear heavy armour though.

0-1 Gnoblar Trapper:
The hunters of the tribe not being interested in wyrdstone hunt, are lending one of their trappers to the Maneater's disposal. This gnoblar is being more respected than the others and he shure knows how to benefit from that.
25 gold crowns to hire.

M:4/WS:2/BS:2/S:3/T:3/W:1/I:3/A:1/LD:6

Special Rules:
Gnoblars, Not really a threat: See special rules.
Lil' Explorer: If the trappers wasn't taken out of action, then in the exploration phase the trapper can roll two dice and pick either as the result.

Weapons/armour : May choose from the gnoblars list.

0-4 Ogre bulls:
The common ogre with low ambitions. Interested in some good bashin', not in fame, money or similar worthless stuff.
85 gold crowns to hire.

M:6/WS:3/BS:2/S:4/T:4/W:2/I:2/A:2/LD:7

Weapons/armour : May choose from the bulls list.

Special Rules:
Huuuge, All to Easy, Don't fight with eating knives:: See special rules.

0-2 Leadbelchers:
Some ogres found their love to big cannons. They carry it like it was just a pistol and find great pleasure in firing those, nothing else matters to them (except eating that is).
95 gold crowns to hire.

M:6/WS:2/BS:2/S:4/T:4/W:2/I:2/A:1/LD:7  

Weapons/armour : Ogre Cannon.

Special Rules:
Huuuge, All to Easy, Don't fight with eating knives: See special rules.
No ambitions: The cannon is the only thing the Leadbelchers would ever like to have. They never benefit from the 'that lad's got talent' rule. If you roll that result then re-roll it.

Fighting Gnoblars:
Those little greenskins claim they can fight just as good as their ogre masters. The ogres find that very amusing and cute, so they let them join the fight.
15 gold crowns to hire.

M:4/WS:2/BS:2/S:2/T:3/W:1/I:3/A:1/LD:5

Weapons/armour : May choose from the gnoblars list.

Special Rules:
Gnoblars, Not really a threat: See special rules.

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Gnoblar equipment list:
Hand-to-hand Combat Weapons
Dagger..........................1st free/2gc
Club............................3gc
Axe.............................5gc
Sword...........................10gc
Spear...........................10gc
Morning Star....................10gc
Missile Weapons
Sling...........................2gc
Armour
Helmet..........................10gc
Buckler.........................5gc
Shield..........................10gc

Ogre bulls list:
Hand-to-hand Combat Weapons
Sword...........................10gc
Ogre Club.......................10gc
Double Handed Weapon............15gc
Iron Fist.......................20gc
Cathayan longsword*.............35+2D6 gc
Missile Weapons
handgun*........................35gc
brace of handguns*..............70gc
Armour
Light Armour....................20gc
Helmet..........................10gc
Belly Plate.....................30+2D6 gc
Equipment
wyrdstone gnoblar*..............25+D6 gc
look out gnoblar................20gc
luck gnoblar....................20+D6 gc
* - may be taken by the maneater-kin only

Butcher list:
Hand-to-hand Combat Weapons
Cleaver(Axe)....................5gc
Tenderiser(Hammer)..............3gc
Missile Weapons...............None
Armour
Belly Plate.....................30+2D6 gc
Equipment
sacrificial gnoblar.............10+2D6gc
look out gnoblar................20gc
Bulls Heart.....................10gc rare 7
Trollguts.......................15gc rare 9

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Special Ogre Skills:

Been there, learned that:
This skill may only be taken once by the maneater-kin. It allows him to immediately take ONE skill from the shooting or academic skill list. Remember, one only once!! Note: treat pistolier as 'handguneer'.

Battle Cry:
The Ogre lets cry an enormous roar causing fear in the most courageous of foes. All enemies within 8" of the Ogre must take a fear test as if they had been charged by a fear causing opponent. If failed, the model(s) will only hit enemy models (through combat or shooting) on a roll of a 6 next turn. This skill may only be possessed by one Ogre at a time and that Ogre may only use this skill once per battle. Enemy models immune to fear don't have to test.

Determined:
May only be taken by the leader. The warband may re-roll their first failed rout test, unless the leader is taken out of action.

Bulls Charge:
Can only used by an ogre having a belly plate. When charging more than 6" away, he can use this ability instead of his normal attacks. Make one attack at +1 to hit. If you hit then, the model is automaticly knocked down, roll to wound at the ogres S, if you wound then the unfortunate enemy becomes stunned. This special attack is resolved before any others. If you use this ability when charging into an existing combat, then randomly determine which fighting model is hit.

Furious Frenzy:
When an ogre receives that skill then he cannot use any weapons anymore, he fights unarmed. But he becomes frenzied, and his unarmed attacks don't give the positive save modifier for the enemy. The model must also always end its move nearer to any enemy model than it was before moving. Note: If the model received this skill temporarly, then his weapons are retained for use in the next battle. When an ogre receives frenzy or horrible scars due to an injury roll then he will receive the Furious Frenzy skill instead.

Hardened Stomach:
Butcher only. The stomach gets hardened after eating various things. Count only every second spell the butcher tries to cast for the purpose of consulting the Indigestion table after the game.

Wyrdstone Eater:
The Butcher learned how to control the powers that one can gain by eating wyrdstone. Now he can use the seventh spell from the lore of gastromancy listed below. He must have the wyrdstone shard in his equipment, and if he goes out of action, any remaining shard he had can be captured just like in the Wyrdstone Hunt scenario. Wyrdstone can also be eaten in conjunction with an ingredient to power up the spell. The spell has double range, and throw 3D6 and pick the two higher as the result. But if it still misfires then to addition to the normal results, add another dice to the indigestion dice pool.
7.Maws blessing    
Ingredient:Wyrdstone    M:auto C:auto
Any model within 8" of the butcher is blessed with divine energy. It gains +1S +1T and the Furious Frenzy skill (normal frenzy if not an ogre) for that battle, and causes fear. The model fights unarmed, but any weapons are retained and can be used if the spells ceases. This spell can only be cancelled when the model gets knocked down, stunned or out of action. Even the death of the butcher doesn't stop it - such is the power of the blessing. Add the beginning of your turn when the spell is in play the affected model must take a Toughness test. If failed the model goes automaticly out of action. The model misses the next game while recovering but does not roll on the serious injury table.  The butcher will still need to consult the Indigestion table though. If passed the model receives an automatic S4 hit only.
Miscast: Nothing, just add the D6 to the Indigestion pile.

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Ogres Equipment:
Ogre club: rare 7
"In case you younguns havent realized it yet , we ogres is bigger den the thinlings ,an that means our weopons is bigger too an bigger wepons is harder too block ....wut you you dont believe me ?!? Ere is a sword go fight a giant ya ungreatful runt ...kids these days..."
Follows the normal rules for a club. In addition to it, the club is so massive , that it cannot be parried in any way.

Ogre Cannon:
"He took dat from dah imperal armoury ,he fills it up wif black powder an brickabrack  an he shoots it at people....yeah i dont understand im much neither ."
It may be used only by Leadbelchers, and I mean that! No one else can use it, even with weapons training. It cannot be sold anyway. It works similar to a blunderbuss. Draw a straight line 12" long and 40mm (ogre base) wide from the cannon. Every model in this path is hit with S4 (3?). Models in cover are hit on a 4+. It takes a very long time to reload the cannon so it can be fired only once per battle. In close combat treat it like an ogre club which requires two hands to use.

Belly Plate: rare 10
For ogres, their belly is the most important part of the body, infact more important than the head! Some ogres like to wear great belly plates blessed by the prophets of the maw that they treat as lucky charms.
Gives you +1 armour save and you can ignore the first hit received in battle on a roll of 4+. The model cannot wear heavy armour as long as its having a belly plate. Note: Having a lucky charm and a belly plate wont give you any additional bonus. Only one roll against the first hit can be made!

Iron Fist: rare 8
"Nuffin scares the wee folk more dan an ogres fist coated in spikes, blades and armor ... flyin twards der heads. Scares a few big folk too....."
An ogre can only ever have one Iron Fist. You can use it either as a buckler or a second hand weapon. Choose every CC phase. You can only use it once per CC phase. So if you try to parry with it then you cannot attack with it and vice versa! It counts as a bladed weapon for crtitical hits purposes if you use those additional charts.

Cathayan Longsword: rare 11
"This here is the best sword yer ever gunnah see an ogre use, its made in dah east across the mountans and even past  the maw. Deez are rare in dis part of the world , wich means the locals wont know wut hit em."
This finely crafted sword stays forever sharp and thus has the cutting edge special rule (-1 to save). As it is made from a similar metal to ithilmar it also grants +1I to the maneater carrying it. You can parry with this swrod as normal.

Handgun:
Treat the handgun exactly as a pistol, only with 24" range. So yes, you can move and shoot with it!

Brace of Handguns:
You have to find both handguns seperate and then stick them together to act as a brace. Works exactly like a brace of pistols, only the range is significantly higher.

Gnoblars:
Every gnoblar must be represented on the battlefield as a model. They are gnoblars in all respects: They do count towards the maximum number of models, and remember you cannot have more than twice as many gnoblars than you have ogres! They use the fighting gnoblars stat line and come equipped with a dagger. You can 'attach' a gnoblar to the ogre in whose posetion the gnoblar is. In this case the gnoblars stays in base to base contact with the ogre nad moves with him, using his M value. That represents the gnoblar riding on the shoulder of the ogre. You can detach the gnoblar at any time, by placing him 1" away from the ogre. After that the gnoblar cannot move further this turn. They use the henchmen injury table. Each Ogre can be equipped with up to 2 gnoblars.
Wyrdstone Gnoblar: rare 9
Allows you to add +1/-1 to any dice rolled when searching for wyrdstone if the gnoblar didn't go out of action. Can only be taken once by the maneater-kin.
Look-out gnoblar: rare 7
The gnoblar tries to protect his master from missile fire. If the ogre is hit by any ranged attack, roll a D6. On a 5+ the gnoblar jumps in between and roll to wound, injury etc. on the gnoblar instead of the ogre. The look out gnoblar must be within 2" of his master to use that ability.
Luck gnoblar: rare 8
Allows to re-roll any single D6 during the battle (not during post-battle sequence), as long as he is within 6" of his master, and still on the table. It can a be a D6 being a part of a 2D6 roll, 3d6 etc.
Sacrificial gnoblar: rare 7
Can only be taken by the butcher. Must stay within 2" of his master. Maybe used in either of two ways: when casting a spell it may be used to cast 3D6 and discard the lowest as the result, or to double the range of the spell (declare that before rolling). The butcher may use (eat) only one gnoblar per spell. After being eaten the gnoblar is obviously removed from the table and rooster.


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Gastromancy
Gastromancy works pretty different than the average Joe magic lore.  After all is there any other magic list, in which you need to eat something for the spell to work? And it isn't safe magic for the spell caster and those nearby!
If you study the spell list closely, you will notice each spell has four things listed:
- Ingredient (I) - you need to eat that in order to cast the spell
- Casting Value (C) - that's the number you have to roll on 2D6 for the spell to work as desired.
- Miscast Value (M) - you should avoid rolling that or less when casting the spell.
- Miscast result - check that out to see what can go wrong when preforming gut magic.
The butcher knows all six gastromancy spells. You can cast as many of them as you wish in your shooting phase, as long you have the right ingredient and the butcher didn't run or isn't involved in close combat. The Butcher can carry any amount of ingredients in a battle. One model can only receive one bonus from a spell at a time. If you cast another spell on such model, then the previous spell is immediatly dispeled. The spells last until the effect ceases, the butcher decides to end it, gets stunned or goes out of action.

How is the spell cast then? :
First you eat that ingredient (naturally remove one piece of it from your equipment list).Second, you choose the target, it may be the butcher himself. Then you roll 2D6 and compare the result to the M and C values. If its equal to or more than the Casting Value then all is fine, the spell works as intended. If its equal to or less than the Miscast value then nothing's fine! The spell doesn't work, apply any miscast results as listed in each spells description (note: no saves can be made against getting stunned by a miscast result), cannot cast more spells in that turn and adds one dice to the indigestion pile (more on that later). If you fail to roll any of those numbers then the spell has simply no effect - the butcher just makes an unpleasant sound, and can continue to cast spells. You have to keep track of how many spells your butcher tried to cast, no matter if they succeded to work or not. That number will be added after the game to the indidestion pile. This represents the stomach getting tired of eating, as he is a young and inexperienced butcher.
 
Indigestion pile and table:
When a spell miscast you add one dice to the indigestion pile. After the game you roll all the dice , and add the noted amount of spells cast. Then check the sum on the table below. Any results of missing a game rolled on the injury table don't cumulate with this results:
0-8    -> The butcher recovers fully.
9-11  -> The butcher misses the next game while he recovers.
12-14 -> The butcher misses the next two games for recovery. Make a toughness test. If failed the butcher gets an 'old battle wound' injury automaticly. If he already once received it from an unlucky indigestion table roll, then he gets -1T permamently instead.
15-16 -> The butcher misses the next three games while recovering. Make a toughness test. If failed the butcher gets an 'old battle wound' injury automaticly. If he already once received it from an unlucky indigestion table roll, then he gets -1T permamently instead.Also note down on rooster that every D6 rolled on the table is at +1, which is cumulative!
17+    -> The Butcher dies.

Ingredients:
During and after the battle the butcher collects various ingredients from the battlefield to for later use. If the maneater didn't go out of action and you managed to take at least one opposing model out of action then after the battle roll on this table to see what the butcher has found usefull...
- 1 disembodied limb + another one on a D6 roll of 4+ (roll until you you fail to roll 4+)
- one severed skull +1 for every enemy mansized model killed as an unlucky injury table roll result.
- one heart for every enemy mansized model killed as an unlucky injury table roll result.
- One dry bone + another one on a 4+
- D3-1 bedrocks
- D3+1 trollguts if you managed to kill a troll. (Congrats by the way)
You may also buy additional Bull hearts and Trollguts if you want to. Roll once to see if they are availble. Then you can buy as many as you want, but add a D6 to the cost of every next ingredient you buy. So the first trollguts will be at 15gc, the next at 15+d6gc, next on 15+2D6 etc.

Gastromancy Spells
1.Bloodgruel      
Ingredient:Disembodied Limb    M:3 C:6
The butcher is restored to full wounds.
Miscast: The butcher receives a S4 hit. No saves.
2.Braingobbler      
Ingredient:Severed Head    M:3 C:7
An enemy model within 12" must pass a psychology test or flee 2D6" directly away from the butcher.
Miscast: The butcher suffers from stupidity for the rest of the battle.
3.Bullgorger      
Ingredient:Bulls Heart    M:4 C:7
Any model within 8" of the butcher receives a +1S bonus. At the begining of your turn roll a D6. On a roll of 1 the spell ceases to apply.
Miscast: The butcher suffers from Furious Frenzy special skill for this battle only.
4.Bonecrusher      
Ingredient:Dry Bones    M:4 C:8
Any model within 12" receives D6 S2 hits with no saves allowed.
Miscast: The Butcher loses one wound. No saves.  
5.Toothcracker:      
Ingredient:Bedrocks    M:5 C:8
Any model within 8" of the butcher receives a +1T bonus. At the begining of your turn roll a D6. On a roll of 1 or 2 the spell ceases to apply.
Miscast: The butcher receives a S6 hit. No saves.
6.Trollguts      
Ingredient:Troll guts    M:5 C:9
Maybe cast at any model within 6". Target gets immunity to all spells and regenerates! This works like the step aside skill , but on 4+. You cannot combine those two though. Take only one 'ward' save! The butcher receives automaticly a S4 hit. No saves. At the begining of your turn roll a D6. On a roll of 1 or 2 the spell ceases to apply.
Miscast: Not good! The butcher receives D3 S5 hits. No saves.

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Hired Sword: Ninja Gnoblar
30 gold crowns to hire + 10 gold crowns upkeep cost
Most people simply ignore gnoblars because they have bigger problems in their hands (The least not being the Ogres!), but this little git is not to be sneered at. Having spend some time spying the Celestial Dragon Monks of far east, this gnoblar has some muscle to add in a fight!
May be Hired: Except the ogres, any warband that doesn't include any fear causing creatures may hire the Ninja Gnoblar. If the warband gains a model that causes fear, the Ninja Gnoblar will leave immediately - he may be skilled but he is still scared.
Rating: A Ninja Gnoblar increases the warband's rating by 6 points plus 1 point for each Experience point he has.

M:4/WS:3/BS:3/S:3/T:3/W:1/I:4/A:1/LD:6

Equipment: Ninja Robe (counts as hardened leathers), Shurikens (Throwing stars with Stealthy special rule) and Bo (gives an additional attack, may parry and requires both hands).
Skills: A Ninja Gnoblar may choose from shooting and speed skills when he gains a new skill. In addition he can be given a unique special skill only available to him, noted below.
Special Rules:
Stealthy: The Ninja Gnoblar can throw his shurikens while hidden without revealing his position to the enemy. The target model can take an Initiative test in order to try to spot the throwing Ninja. If the test is successful, the Gnoblar no longer counts as hidden.
Rooftop to Rooftop: The Ninja Gnoblar is skilled in jumping over streets and gaps. He doesn't deduct the distance jumped from his movement. This means he can run 8" and still jump the 3".
Special Skills:
Expert Rooftop jumper: The Ninja is even more skilled in jumping on the roofs. He may jump up to 4" and may re-roll a failed initiative test when jumping or making a diving charge.

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Optional Rules
Warning! These rules where droped from the project because of to much complication they brough in. As I didn't want to delete them entirely, I put them here, so anyone if he wants can use them. They may not be ballance so use at own risk!
Equipment:
Stone Hammer of Sigmar..........50+3D6 gc rare 12
Anchor..........................20+D6 gc rare 8
Tenderizer......................10gc common
Cleaver.........................15gc common
Treasures.......................50gc common
Stone Hammer of Sigmar:
Dem priests was angy at him an dident pay fer his servises. So he took the hammer from dere temple uv Sigmar Hur hur hur. I hear they still haven't replaced it . Wut you dont know who Sigmar is ? Hur hur hur well sit down then and hear of him. Its a tale of looong ago when Orcs ruled dis part of the world  and humans was livin in fear of 'em, until a man came a man who became a god......
There are many statues of Sigmar wielding the Ghal-Maraz Hammer scattered in the cities of the Empire. Some ogres steal that hammer and use it as a very lethal weapon. It is a great weapon giving +3S following the rules for a hammer(concussion) and ogre club (no parry possible). You can only make one mighty attack with. When you do, compare your WS to your opponents I value and add an additional -1 to hit. This represents the target dogding the blow, since its to mighty to block in any way. If the unlucky foe gets wounded he must immediately roll on the injury table, despite of any remaining wounds (he loses one as normal, but can get out of action by the first attack!). Any opponent warband members that are confessors of Sigmar (make sure before battle wheter they are or not) will hate the bearer of the stolen trophy for the desecration. Note: The strongman skill doesn't allow you to strike in I order, it just removes the -1 to hit penalty. So you will always strike last with this hammer unless charging.
Anchor:
"Dats an anker stoopid he took dat from the bottom of a ship because his sword rusted away too nuffin while he was at sea . Hey you gott use wut ya got. "
A rusty anchor from a wrecked ship can easily be used as a weapon! It gives +1S to the attack made by it. A model can have and use only one anchor, cause it would look weird running around with two anchors.
Tenderizer:
A tenderizer is used to soften up the meat before cooking it. Some ogres are so eager that they soften up the meat when its still attached to the living owner!
A tenderizer follows the concussion and cutting edge (spikes) rule, so it give a -1 to enemies armour save.
Cleaver:
It counts as an axe (cutting edge) and gives you +1S in the first round of combat.
Treasure Chest:
"HEY!! get yer grubby mits outa my stuff! Yer can watch if yer like."
The ogres like to gather and show of their gold and treasures wither from various journeys or simply earned or robbed . Any ogre hero (not a butcher though) can carry up to three treasure chests. Each of them gives +1 when searching for rare items on the market, so the maximum is a +3 bonus. It can be sold at any time for 50-2D6 gc. (Note: The Haggle skill cannot be used to lower the price of a treasure chest, cause they are not bought - its just a certain amount of valuable stuff gathered by the warband). If the model gets out of action during battle, he might loose all the valuable stuff. Roll a D6 :
1  - enemy warband captures the treasures! It must be sold at 30 + 3D6 gc per piece.
2,3 - the treasure gets lost in the streets of Mordheim... remove it from your rooster.
4+  - they are retained (thanks to the Maw!) and maybe used again (not in this trading phase as the model went out of action).


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Many thanks go to:
Odin Grakmar - for some skills and inspiration,
Ari, Gorlach, Grathus the EverHungry, Shawn Michaels, Woopanoo - for ideas and support,
Arhuta and Mungous_Khan - for fluff,
Flying Beaver, hahnc77, Shawn Michaels - for beta-testing,
Hragged - for running the stronghold!
thats what i have...

I will try to find the proper link for it
here is my beginning mordeheim list:

Shok The Seeing (maneater - 185 gc)
    -Double Handed Weapon - 15 gc
    -Light Armor - 20 gc

Slorg The Hungry (butcher - 135 gc)
    -Cleaver - 5gc

1 Bull - 85 gc
    -Ogre Club - 10 gc

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Total - 455 gc (45 gc left)
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