05 May 2009
Well, here it is at last. Criticise away!
Amended Ogre Kingdoms Special Rules:
Bull Charge Whenever a model with the Bull Charge rule successfully charges into combat, it causes a single Impact Hit at its base strength. If there is a model ranked directly behind it, this Impact Hit gains +1S.
Bellowers Every unit with the Bellowers rule always counts as having a Musician, even if the only models left are characters, or other command models.
Ogre Club Attacks made by models with the Ogre Club rule are Armour Piercing, inflicting an additional -1 penalty on the target's Armour Save. This includes Impact Hits.
Largely Insignificant Gnoblar units do not cause Panic in any other units for any reason even other Gnoblars. Ogre characters cannot join a Gnoblar unit of any sort.
Bicker Roll a D6 at the start of the turn for each unit of Gnoblars that is not in combat, fleeing, or subject to compulsory movement. If a unit rolls a 1 it may do nothing this turn.
Amended Ogre Kingdoms Equipment:
Ironfists: Models equipped with Ironfists may use them as an Additional Handweapon or a Shield, with the appropriate effects.
Hunting Spear 12 Range, Thrown Weapon, Armour Piercing. Strength as User. Every hit caused is multiplied into D3 hits.
Harpoon Crossbow The Harpoon Crossbow fires as a Bolt Thrower as described in the Warhammer Rulebook, with the following exceptions: The character firing the Harpoon Crossbow may Move-and-Shoot with a penalty of -1 to Hit. As it was designed to bring down the mighty beasts of the mountains, the Harpoon Crossbow only causes D3 Wounds on models with the Large Target rule.
Leadbelcher Cannon 12 Range, Strength 4, Armour Piercing. Roll an Artillery Die for each Leadbelcher Cannon this is the number of shots it fires this turn. Leadbelcher Cannon shots ignore the penalties to hit for Moving & Shooting, Range, and Multiple Shots. If a Misfire result is rolled, the bearers unit suffers d6 Strength 4 hits, distributed as shooting.
Sword Gnoblar An Ogre with a Sword Gnoblar may, once per game, choose to re-roll a single missed Attack.
Luck Gnoblar An Ogre with a Luck Gnoblar may, once per game, choose to re-roll a single failed Save.
Tooth Gnoblar A Butcher with a Tooth Gnoblar may, once per game, choose to re-roll a single Power Dice, so long as it did not cause a Miscast.
Powder Gnoblar A Leadbelcher unit with a Powder Gnoblar may, once per game, choose to re-roll a single Artillery Dice.
Look-Out Gnoblar A unit with a Standard Bearer with a Look-Out Gnoblar may take a Look-Out, Sir! roll even if it has less than the requisite five models.
Amended Ogre Kingdoms Units:
Lords
Tyrant ..Pts: 200
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+12pts), Additional Handweapon (+6pts), Ironfist (+8pts), Halberd (+8pts) and/or Flail (+8pts).
- May choose a Brace of Handguns (+12pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+12pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Tyrant may be mounted on a Rhinox for +85pts, or a Bull Rhinox for +160pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 50pts.
Slaughtermaster ..Pts: 200
Magic: Slaughtermasters are Level 4 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Heroes
Bruiser ..Pts: 130
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+8pts), Additional Handweapon (+4pts), Ironfist (+6pts), and/or Flail (+6pts).
- May choose a Brace of Handguns (+8pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+8pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Bruiser may be mounted on a Rhinox for +85pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Butcher ..Pts: 130
Magic: Butchers are Level 2 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
Hunter ..Pts: 125
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic Em Boys, Loner
Options:
- May choose an Additional Handweapon (+4pts), and/or Harpoon Crossbow (+20pts).
- May be accompanied by up to four Sabretusks (+25pts each) or a single Cavebeast (65pts). Note that Sabretusks do not have the Bull Charge rule, and all cause Fear.
- If the Hunter is unaccompanied, he may be given the Scout rule (+20pts).
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Loner Hunters may not be general. Hunters may not join any other unit.
Sic Em Boys Any Sabretusks accompanying a Hunter may charge independently of the Hunter as a separate unit, at their own movement rate. The accompanying Hunter may not charge another target on a turn that the Sabretusks charge independently, but may otherwise move as normal. Once released, the Sabretusks form a Fast Cavalry unit that may not be joined by any other unit, other than their original Hunter (if rejoined by the Hunter, they cease to be Fast Cavalry). The Hunter may choose to release the Sabretusks when they break an enemy unit in combat. The Hunter automatically restrains, while the Sabretusks pursue the unit 3D6 inches.
While the Hunter is accompanied by a creature, missile fire is randomised against the unit by rolling a D6; 1-4 hits the Hunter, 5-6 hits the Sabretusks or Cavebeast. The unit does not take Panic tests for creature casualties. If the Hunter is slain while accompanied by a creature, the creature(s) must roll on the Monster Reaction table at the end of the first turn that they are unengaged.
Core
1+ Bulls ..Pts/Model: 35
Equipment: Handweapon, Light Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may be given Additional Handweapons (+4pts/model) or Ironfists (+5pts/model).
- Any unit may upgrade one Bull to a Crusher (+15pts).
- Any unit may upgrade one Bull to a Standard Bearer (+15pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
Ironguts ..Pts/Model: 48
Equipment: Handweapon, Greatweapon, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may upgrade one Irongut to a Gutlord (+20pts).
- Any unit may upgrade one Irongut to a Standard Bearer (+20pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may be given a Magic Standard from the Common or Ogre Kingdoms Magic Items lists worth up to 50pts.
1+ Pitfghters ..Pts/Model: 42
0-1 per unit of Ogre Bulls
Equipment: Handweapon, Ironfist, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may upgrade one Pitfighter to a Prizefighter (+20pts).
Gnoblar Fighters ..Pts/Model: 2
Gnoblar Fighters do not count toward the minimum number of Core Units required
Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker
Options:
- Any unit may upgrade one Gnoblar to a Groinbiter (+2pts).
Gnoblar Trappers ..Pts/Model: 6
0-1 per unit of Gnoblar Fighters
Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker, Skirmish, Scout
Options:
- Any unit may upgrade one Trapper to a Snarefinger (+4pts).
Special
Yhetees ..Pts/Model: 65
Equipment: Two Handweapons
Special Rules:Ogre Club, Bellowers, Cause Fear, Scale Terrain, Icy Presence
Options:
- Any unit may upgrade one Yhetee to a Greyback (+20pts).
Scale Terrain Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground, even if it would normally be classed as impassable terrain note that they cannot end their move in any terrain classed as impassable, and that line-of-sight restrictions still apply.
Icy Presence Yhetees have magical attacks. All models in combat with Yhetees have a penalty of -2 to their Weaponskill. Note that this may not reduce their Weaponskill to below 1, and does not affect models with the Icy Presence rule or Flaming Attacks.
Leadbelchers ..Pts/Model: 50
Equipment: Handweapon, Leadbelcher Cannon, Light Armour
Special Rules:Ogre Club, Bellowers, Cause Fear
Options:
- Any unit may upgrade one Leadbelcher to a Thunderfist (+20pts).
- Any unit may purchase a Powder Gnoblar for +10pts.
Gnoblar Scrap-Cart ..Pts/Model: 110
0-1 per unit of Gnoblar Fighters
Equipment: Gnoblar Scrappers are equipped with Handweapons and Sharp Stuff. The Scrap-Cart has a 4+ Armour Save.
Special Rules:Chariot, Cause Fear, Largely Insignificant, Bad-Tempered, Gnoblar Engineering
Options:
- Any Scrap-Cart may be upgraded to a Scrap-Launcher (+45pts) or a Skewer-Slinger (+25pts).
Gnoblar Engineering: Although it is a Chariot, a Scrap-Cart is not automatically destroyed by wounds of S7 or above. Instead, if it takes such a wound, the Gnoblar Scrappers are removed, any Warmachine on the Scrap-Cart may not be fired for the remainder of the game, and the Scrap-Cart only causes D3 Impact Hits on the charge, not D6.
Scrap-Launcher: A Scrap-Launcher fires as a Stone Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Scrap-Launcher may Move-and-Shoot, and uses the Large Template. Hits caused by the Scrap-Launcher are S3, have the Killing Blow rule, and do not ignore Armour Saves. Do not double the Strength of hits under the centre hole. The Scrap-Launcher uses the Gnoblar Engineering Misfire Table.
Skewer-Slinger: A Skewer-Slinger fires as a Bolt Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Skewer-Slinger may Move-and-Shoot. On a roll of 1 To Hit, roll on the Gnoblar Engineering Misfire Table.
Gnoblar Engineering Misfire Table:
D6 Roll:
Ogre Trackers ..Pts/Model: 40
Equipment: Handweapon, Hunting Spears, Thick Furs (Light Armour)
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Trackers
Options: Any one model may be upgraded to a Sharpeye for +20 Points.
Trackers: After the deployment of normal troops but before the deployment of Scouts, the Ogre Tracker unit may make a "free" move of 6", ignoring any Movement penalties.
Rare
Maneaters ..Pts/Model: 65
Equipment: Handweapon, Light Armour
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology
Options:
- Any Maneater unit may be equipped with Heavy Armour (+4pts/model)
- Any individual Maneater may be armed with a Greatweapon (+8pts), Ironfist (+6pts), Additional Handweapon (+4pts), Flail (+6pts), Morning Star (+6pts), and/or Halberd (+6pts).
- Any individual Maneater may be armed with a Brace of Handguns (+8pts), Hunting Spears (+4pts), and/or Leadbelcher Cannon (+20pts).
- Any Maneater unit may be given one of the following upgrades for the points cost listed:
* Jungle Adventurers - 15pts/Model
Every Maneater in the unit is Immune to Poisoned Attacks and treats wooded Difficult Terrain as Open Ground for the purposes of Movement.
* Fearsome Reputation - 15pts/Model
The unit of Maneaters causes Terror.
* Treasure Hunters - 10pts/Model
Every Maneater in the unit has Magical Attacks in Close Combat, and MR (1).
* Weapon Lords - 10pts/Model
Every Maneater in the unit is equipped with every Close Combat weapon option available to the unit.
* Tin-Plated - 10pts/Model
Every Maneater in the unit has Full Plate Armour, giving them a 4+ Armour Save. This replaces any Light or Heavy Armour they may have.
* Mutant Mercenaries - 10pts/Model
Every Maneater in the unit has D3+3 Attacks before modifiers, and counts as Chaos units for the purposes of Hatred, Magic, etc.
* Monster Killers - 5pts/Model
Wounds caused by Maneaters in this unit on Large Targets are doubled.
* Wanderers of the East - 5pts/Model
Every Maneater in the unit has +1WS and +1I.
Gorger ..Pts/Model: 75
Special Rules:Ogre Club, Cause Fear, Unbreakable, Killing Blow, Unending Frenzy, Bloodscent
Unending Frenzy Gorgers are Frenzied, and may not lose their Frenzy under any circumstances (e.g. losing combat).
Bloodscent Gorgers are not deployed on the table at the beginning of the battle. Instead, at the start of each Ogre turn (starting from Turn Two) roll a D6 to see whether the Gorger arrives:
Slavegiant ..Pts: 155
Special Rules:Cause Terror, Large Target, Immune to Panic, Fall Over, Longshanks, Broken, Slavegiant Special Attacks
Options:
Any Slavegiant may be accompanied by up to two Ogre Goaders for +40pts each. Goaders are equipped with Giant-Prods (count as Halberds) and Light Armour, and must always be in base contact with the Slavegiant.
Longshanks Slavegiants have long limbs and move over normal-sized obstacles such as walls and fences without breaking stride. Treat such obstacles as open ground when working out how far the Slavegiant moves. However, when crossing such obstacles the player must test to see if the Slavegiant falls over.
Fall Over A Slavegiant must test to see if it falls over if any of the following apply;
* If it is beaten in Close Combat (test once results are established but before taking Break Tests).
* If it is fleeing at the start of the Movement phase.
* If it crosses an obstacle.
* If it decides to Jump Up and Down on the enemy (test immediately beforehand).
* If it dies (in this case it falls over automatically, with no test).
To see if the Slavegiant falls over, roll a D6. On a 2+, nothing happens. On a 1, however, the Slavegiant falls over.
To see in which direction the Slavegiant falls over, roll a Scatter Dice place the Fallen Giant Template facing this direction with its feet touching the Slavegiants base. Models under the template are hit automatically, with partial hits resolved as normal. Hits are S6, and cause D3 Wounds. A fallen Slavegiant automatically takes a Wound itself, with no saves allowed. Any wounds caused by or on a falling Slavegiant count toward Combat Resolution.
A fallen Slavegiant may stand up in his following Movement phase, but may not otherwise move. While fallen, he may not attack, and is treated as rolling 0 for any attempts to flee or pursue (although he may choose to stand up if he would be able to pursue).
Broken Slavegiants are not Stubborn as normal Giants are. However they may subtract one from the result of any Break Test roll for every Goader they are accompanied by.
Slavegiant Special Attacks Slavegiants do not attack normally. Instead, at the start of each Combat Phase roll a D6 on one of the tables below when it is the Slavegiants turn to fight. Which table you use depends on the size of the victim; if fighting a character riding a monster or chariot, decide whether to attack the rider or his mount, and then use the appropriate table.
Fighting Big Things (Ogres, or similar sized or larger creatures including chariots):
* Yell and Bawl Neither the Slavegiant nor models in contact with him actually fight if the have not already done so this round, but the combat round is automatically won by the Slavegiants side. The enemy count as losing the combat by 2.
* Smash with Ball & Chain The target must take an Initiative test. If it fails, it takes 2D6 Wounds with no Armour Save allowed. If a double is rolled, the ball gets stuck in the ground, and the Giant may not attack in the next combat round.
* Eadbutt The Slavegiant head-butts his enemy, automatically causing one wound with no Armour Saves allowed. If the victim is wounded but not killed then he is dazed, and loses all of his following attacks if he has not yet attacked this round he may not do so, and if he has attacked this round then he may not do so in the next one.
* Jump Up and Down Test to see if the Slavegiant falls over. If he does not, the target unit sustains 2D6 S6 hits, allocated as shooting hits. If a Slavegiant Jumps Up and Down, he will automatically continue to do so in every subsequent combat round there is no need to roll on the table. However, you will need to determine whether he falls over at the start of each round therefore, a Slavegiant that starts to Jump Up and Down will continue to do so until he falls over or the combat ends.
* Flail with Chain The Slavegiant inflicts D6 S6 hits on the target unit, allocated as Shooting hits.
* Pick Up and... The Slavegiant selects one model that is either in base contact or touching a model in base contact. The target may make a single attack if this attack hits and wounds, the Slavegiants attack fails, otherwise the Slavegiant grabs the model and the player rolls a D6 to see what happens next:
Rhinox Riders ..Pts/Model: 120
Unit Size: 1-3
Equipment: Ogre Clubs, Light Armour (combined with the Rhinoxs thick hide, this gives Rhinox Riders a 4+ Armour Save)
Special Rules: Bellowers, Ogre Clubs, Cause Fear, Bad-Tempered, Thunderous Charge, Bull Rhinox
Options:
- Any unit may be given Ironfists (+10 pts per model).
- One Rhinox Rider may be upgraded to a Thunderlord for +25 pts
- One Rhinox Rider may be upgraded to a Standard Bearer for +25 pts. Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may have a Magic Banner from the Common or Ogre Kingdoms magic item list of up to 50pts in value.
- One unit in an army may have its Rhinox upgraded to Bull Rhinox at +65pts per model.
Mounts
Special Rules: Cause Fear, 5+ Scaly Skin, Bad-Tempered, Thunderous Charge, Bull Rhinox
Bad-Tempered - If there is an enemy model that is an eligible target for the Rhinox to charge during the Declare Charges part of the movement phase, it must immediately pass a Leadership test or declare a charge if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge - Rhinox cause D3 Impact Hits on the charge, in the same manner as Chariots, at the base strength of the Rhinox or Bull Rhinox charging. This replaces the Bull Charge of any model riding it.
Bull Rhinox - Bull Rhinox cause Terror instead of Fear, have a 4+ 'Scaly' Skin save, and are Large Targets.
Amended Ogre Kingdoms Special Rules:
Bull Charge Whenever a model with the Bull Charge rule successfully charges into combat, it causes a single Impact Hit at its base strength. If there is a model ranked directly behind it, this Impact Hit gains +1S.
Bellowers Every unit with the Bellowers rule always counts as having a Musician, even if the only models left are characters, or other command models.
Ogre Club Attacks made by models with the Ogre Club rule are Armour Piercing, inflicting an additional -1 penalty on the target's Armour Save. This includes Impact Hits.
Largely Insignificant Gnoblar units do not cause Panic in any other units for any reason even other Gnoblars. Ogre characters cannot join a Gnoblar unit of any sort.
Bicker Roll a D6 at the start of the turn for each unit of Gnoblars that is not in combat, fleeing, or subject to compulsory movement. If a unit rolls a 1 it may do nothing this turn.
Amended Ogre Kingdoms Equipment:
Ironfists: Models equipped with Ironfists may use them as an Additional Handweapon or a Shield, with the appropriate effects.
Hunting Spear 12 Range, Thrown Weapon, Armour Piercing. Strength as User. Every hit caused is multiplied into D3 hits.
Harpoon Crossbow The Harpoon Crossbow fires as a Bolt Thrower as described in the Warhammer Rulebook, with the following exceptions: The character firing the Harpoon Crossbow may Move-and-Shoot with a penalty of -1 to Hit. As it was designed to bring down the mighty beasts of the mountains, the Harpoon Crossbow only causes D3 Wounds on models with the Large Target rule.
Leadbelcher Cannon 12 Range, Strength 4, Armour Piercing. Roll an Artillery Die for each Leadbelcher Cannon this is the number of shots it fires this turn. Leadbelcher Cannon shots ignore the penalties to hit for Moving & Shooting, Range, and Multiple Shots. If a Misfire result is rolled, the bearers unit suffers d6 Strength 4 hits, distributed as shooting.
Sword Gnoblar An Ogre with a Sword Gnoblar may, once per game, choose to re-roll a single missed Attack.
Luck Gnoblar An Ogre with a Luck Gnoblar may, once per game, choose to re-roll a single failed Save.
Tooth Gnoblar A Butcher with a Tooth Gnoblar may, once per game, choose to re-roll a single Power Dice, so long as it did not cause a Miscast.
Powder Gnoblar A Leadbelcher unit with a Powder Gnoblar may, once per game, choose to re-roll a single Artillery Dice.
Look-Out Gnoblar A unit with a Standard Bearer with a Look-Out Gnoblar may take a Look-Out, Sir! roll even if it has less than the requisite five models.
Amended Ogre Kingdoms Units:
Lords
Tyrant ..Pts: 200
M WS BS S T W I A Ld
Tyrant 6 6 4 5 5 5 4 5 9Equipment: Handweapon, Heavy ArmourSpecial Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+12pts), Additional Handweapon (+6pts), Ironfist (+8pts), Halberd (+8pts) and/or Flail (+8pts).
- May choose a Brace of Handguns (+12pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+12pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Tyrant may be mounted on a Rhinox for +85pts, or a Bull Rhinox for +160pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 50pts.
Slaughtermaster ..Pts: 200
M WS BS S T W I A Ld
Slaughtermaster 6 4 3 4 5 5 3 4 8Equipment: HandweaponMagic: Slaughtermasters are Level 4 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Heroes
Bruiser ..Pts: 130
M WS BS S T W I A Ld
Bruiser 6 5 3 5 5 4 3 4 8Equipment: Handweapon, Heavy ArmourSpecial Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+8pts), Additional Handweapon (+4pts), Ironfist (+6pts), and/or Flail (+6pts).
- May choose a Brace of Handguns (+8pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+8pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Bruiser may be mounted on a Rhinox for +85pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Butcher ..Pts: 130
M WS BS S T W I A Ld
Butcher 6 3 2 4 5 4 2 3 8Equipment: HandweaponMagic: Butchers are Level 2 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
Hunter ..Pts: 125
M WS BS S T W I A Ld
Hunter 6 5 4 5 5 4 4 4 9
Sabretusk 8 4 - 4 4 2 4 3 5
Cavebeast 6 4 - 5 5 4 2 4 5Equipment: Handweapon, Light Armour, Hunting SpearsSpecial Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic Em Boys, Loner
Options:
- May choose an Additional Handweapon (+4pts), and/or Harpoon Crossbow (+20pts).
- May be accompanied by up to four Sabretusks (+25pts each) or a single Cavebeast (65pts). Note that Sabretusks do not have the Bull Charge rule, and all cause Fear.
- If the Hunter is unaccompanied, he may be given the Scout rule (+20pts).
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.
Loner Hunters may not be general. Hunters may not join any other unit.
Sic Em Boys Any Sabretusks accompanying a Hunter may charge independently of the Hunter as a separate unit, at their own movement rate. The accompanying Hunter may not charge another target on a turn that the Sabretusks charge independently, but may otherwise move as normal. Once released, the Sabretusks form a Fast Cavalry unit that may not be joined by any other unit, other than their original Hunter (if rejoined by the Hunter, they cease to be Fast Cavalry). The Hunter may choose to release the Sabretusks when they break an enemy unit in combat. The Hunter automatically restrains, while the Sabretusks pursue the unit 3D6 inches.
While the Hunter is accompanied by a creature, missile fire is randomised against the unit by rolling a D6; 1-4 hits the Hunter, 5-6 hits the Sabretusks or Cavebeast. The unit does not take Panic tests for creature casualties. If the Hunter is slain while accompanied by a creature, the creature(s) must roll on the Monster Reaction table at the end of the first turn that they are unengaged.
Core
1+ Bulls ..Pts/Model: 35
M WS BS S T W I A Ld
Bull 6 3 2 4 4 3 2 3 7
Crusher 6 3 2 4 4 3 2 4 7Unit Size: 3+Equipment: Handweapon, Light Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may be given Additional Handweapons (+4pts/model) or Ironfists (+5pts/model).
- Any unit may upgrade one Bull to a Crusher (+15pts).
- Any unit may upgrade one Bull to a Standard Bearer (+15pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
Ironguts ..Pts/Model: 48
M WS BS S T W I A Ld
Irongut 6 3 2 4 4 3 2 3 8
Gutlord 6 3 2 4 4 3 2 4 8Unit Size: 3+Equipment: Handweapon, Greatweapon, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may upgrade one Irongut to a Gutlord (+20pts).
- Any unit may upgrade one Irongut to a Standard Bearer (+20pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may be given a Magic Standard from the Common or Ogre Kingdoms Magic Items lists worth up to 50pts.
1+ Pitfghters ..Pts/Model: 42
0-1 per unit of Ogre Bulls
M WS BS S T W I A Ld
Pitfighter 6 4 2 4 4 3 2 3 7
Prizefighter 6 4 2 4 4 3 2 4 7Unit Size: 3+Equipment: Handweapon, Ironfist, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may upgrade one Pitfighter to a Prizefighter (+20pts).
Gnoblar Fighters ..Pts/Model: 2
Gnoblar Fighters do not count toward the minimum number of Core Units required
M WS BS S T W I A Ld
Gnoblar 4 2 3 2 3 1 3 1 5
Groinbiter 4 2 3 2 3 1 3 2 5Unit Size: 20+Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker
Options:
- Any unit may upgrade one Gnoblar to a Groinbiter (+2pts).
Gnoblar Trappers ..Pts/Model: 6
0-1 per unit of Gnoblar Fighters
M WS BS S T W I A Ld
Trapper 4 2 3 2 3 1 3 1 5
Snarefinger 4 2 4 2 3 1 3 2 5Unit Size: 8+Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker, Skirmish, Scout
Options:
- Any unit may upgrade one Trapper to a Snarefinger (+4pts).
Special
Yhetees ..Pts/Model: 65
M WS BS S T W I A Ld
Yhetee 7 3 2 5 4 3 4 3 7
Greyback 7 3 2 5 4 3 4 4 7Unit Size: 3+Equipment: Two Handweapons
Special Rules:Ogre Club, Bellowers, Cause Fear, Scale Terrain, Icy Presence
Options:
- Any unit may upgrade one Yhetee to a Greyback (+20pts).
Scale Terrain Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground, even if it would normally be classed as impassable terrain note that they cannot end their move in any terrain classed as impassable, and that line-of-sight restrictions still apply.
Icy Presence Yhetees have magical attacks. All models in combat with Yhetees have a penalty of -2 to their Weaponskill. Note that this may not reduce their Weaponskill to below 1, and does not affect models with the Icy Presence rule or Flaming Attacks.
Leadbelchers ..Pts/Model: 50
M WS BS S T W I A Ld
Leadbelcher 6 3 3 4 4 3 2 3 7
Thunderfist 6 3 3 4 4 3 2 4 7Unit Size: 2+Equipment: Handweapon, Leadbelcher Cannon, Light Armour
Special Rules:Ogre Club, Bellowers, Cause Fear
Options:
- Any unit may upgrade one Leadbelcher to a Thunderfist (+20pts).
- Any unit may purchase a Powder Gnoblar for +10pts.
Gnoblar Scrap-Cart ..Pts/Model: 110
0-1 per unit of Gnoblar Fighters
M WS BS S T W I A Ld
Scrap-Cart - - - 5 5 5 - - -
Scrapper - 2 3 2 - - 3 1 5
Rhinox 6 3 - 5 - - 2 3 5Unit Size: One Scrap-Cart, one Rhinox and six Gnoblar ScrappersEquipment: Gnoblar Scrappers are equipped with Handweapons and Sharp Stuff. The Scrap-Cart has a 4+ Armour Save.
Special Rules:Chariot, Cause Fear, Largely Insignificant, Bad-Tempered, Gnoblar Engineering
Options:
- Any Scrap-Cart may be upgraded to a Scrap-Launcher (+45pts) or a Skewer-Slinger (+25pts).
Gnoblar Engineering: Although it is a Chariot, a Scrap-Cart is not automatically destroyed by wounds of S7 or above. Instead, if it takes such a wound, the Gnoblar Scrappers are removed, any Warmachine on the Scrap-Cart may not be fired for the remainder of the game, and the Scrap-Cart only causes D3 Impact Hits on the charge, not D6.
Scrap-Launcher: A Scrap-Launcher fires as a Stone Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Scrap-Launcher may Move-and-Shoot, and uses the Large Template. Hits caused by the Scrap-Launcher are S3, have the Killing Blow rule, and do not ignore Armour Saves. Do not double the Strength of hits under the centre hole. The Scrap-Launcher uses the Gnoblar Engineering Misfire Table.
Skewer-Slinger: A Skewer-Slinger fires as a Bolt Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Skewer-Slinger may Move-and-Shoot. On a roll of 1 To Hit, roll on the Gnoblar Engineering Misfire Table.
Gnoblar Engineering Misfire Table:
D6 Roll:
1: Spraang!: Remove the Scrap-Cart from play.
2: Ouch!: The Scrap-Cart charges 3D6 in a random direction. If it strikes a unit, the unit will immediately take 2D6 S5 hits, and the Scrap-Cart will be removed from play.
3: Plot!: The opposing player may immediately fire the Scrap-Cart as if it were under his control. If he then misfires and rolls a 3, the Scrap-Cart simply may not fire this turn.
4: Oops!: If a Scrap-Launcher has Misfired, resolve the shot with the large templates hole centred on the Scrap-Cart, scatting as usual. If a Skewer-Slinger has Misfired, the Scrap-Cart takes a S6 hit, causing D3 wounds.
5: Shiny!: The war machine may not fire this turn.
6: Aaaah!: Resolve the shot as normal, with the following exceptions; A Scrap-Launchers shot simply causes a single hit at S5 under the centre hole (this still has Killing Blow), while a Skewer-Slingers shot hits, but is reduced to S5 and does not penetrate ranks.Ogre Trackers ..Pts/Model: 40
M WS BS S T W I A Ld
Tracker 6 3 3 4 4 3 2 3 7
Sharpeye 6 3 4 4 4 3 2 4 7Unit Size: 1-4Equipment: Handweapon, Hunting Spears, Thick Furs (Light Armour)
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Trackers
Options: Any one model may be upgraded to a Sharpeye for +20 Points.
Trackers: After the deployment of normal troops but before the deployment of Scouts, the Ogre Tracker unit may make a "free" move of 6", ignoring any Movement penalties.
Rare
Maneaters ..Pts/Model: 65
M WS BS S T W I A Ld
Maneater 6 4 4 5 4 3 3 4 8Unit Size: 1+Equipment: Handweapon, Light Armour
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology
Options:
- Any Maneater unit may be equipped with Heavy Armour (+4pts/model)
- Any individual Maneater may be armed with a Greatweapon (+8pts), Ironfist (+6pts), Additional Handweapon (+4pts), Flail (+6pts), Morning Star (+6pts), and/or Halberd (+6pts).
- Any individual Maneater may be armed with a Brace of Handguns (+8pts), Hunting Spears (+4pts), and/or Leadbelcher Cannon (+20pts).
- Any Maneater unit may be given one of the following upgrades for the points cost listed:
* Jungle Adventurers - 15pts/Model
Every Maneater in the unit is Immune to Poisoned Attacks and treats wooded Difficult Terrain as Open Ground for the purposes of Movement.
* Fearsome Reputation - 15pts/Model
The unit of Maneaters causes Terror.
* Treasure Hunters - 10pts/Model
Every Maneater in the unit has Magical Attacks in Close Combat, and MR (1).
* Weapon Lords - 10pts/Model
Every Maneater in the unit is equipped with every Close Combat weapon option available to the unit.
* Tin-Plated - 10pts/Model
Every Maneater in the unit has Full Plate Armour, giving them a 4+ Armour Save. This replaces any Light or Heavy Armour they may have.
* Mutant Mercenaries - 10pts/Model
Every Maneater in the unit has D3+3 Attacks before modifiers, and counts as Chaos units for the purposes of Hatred, Magic, etc.
* Monster Killers - 5pts/Model
Wounds caused by Maneaters in this unit on Large Targets are doubled.
* Wanderers of the East - 5pts/Model
Every Maneater in the unit has +1WS and +1I.
Gorger ..Pts/Model: 75
M WS BS S T W I A Ld
Gorger 6 3 2 5 5 4 2 3 8 Equipment: HandweaponSpecial Rules:Ogre Club, Cause Fear, Unbreakable, Killing Blow, Unending Frenzy, Bloodscent
Unending Frenzy Gorgers are Frenzied, and may not lose their Frenzy under any circumstances (e.g. losing combat).
Bloodscent Gorgers are not deployed on the table at the beginning of the battle. Instead, at the start of each Ogre turn (starting from Turn Two) roll a D6 to see whether the Gorger arrives:
Turn Dice Roll To Arrive
2 4+
3 3+
4 2+
5 Arrives AutomaticallyIn the Remaining Moves phase of the turn when it arrives, the Gorger can enter the battlefield from any table edge and will be treated exactly as if it is re-entering play after it had pursued an enemy unit off the table (therefore it may not charge that turn).Slavegiant ..Pts: 155
M WS BS S T W I A Ld
Slavegiant 6 3 3 6 5 6 3 Special 10
Goaders 6 3 2 4 4 3 2 3 7Equipment: Giant chains and huge feetSpecial Rules:Cause Terror, Large Target, Immune to Panic, Fall Over, Longshanks, Broken, Slavegiant Special Attacks
Options:
Any Slavegiant may be accompanied by up to two Ogre Goaders for +40pts each. Goaders are equipped with Giant-Prods (count as Halberds) and Light Armour, and must always be in base contact with the Slavegiant.
Longshanks Slavegiants have long limbs and move over normal-sized obstacles such as walls and fences without breaking stride. Treat such obstacles as open ground when working out how far the Slavegiant moves. However, when crossing such obstacles the player must test to see if the Slavegiant falls over.
Fall Over A Slavegiant must test to see if it falls over if any of the following apply;
* If it is beaten in Close Combat (test once results are established but before taking Break Tests).
* If it is fleeing at the start of the Movement phase.
* If it crosses an obstacle.
* If it decides to Jump Up and Down on the enemy (test immediately beforehand).
* If it dies (in this case it falls over automatically, with no test).
To see if the Slavegiant falls over, roll a D6. On a 2+, nothing happens. On a 1, however, the Slavegiant falls over.
To see in which direction the Slavegiant falls over, roll a Scatter Dice place the Fallen Giant Template facing this direction with its feet touching the Slavegiants base. Models under the template are hit automatically, with partial hits resolved as normal. Hits are S6, and cause D3 Wounds. A fallen Slavegiant automatically takes a Wound itself, with no saves allowed. Any wounds caused by or on a falling Slavegiant count toward Combat Resolution.
A fallen Slavegiant may stand up in his following Movement phase, but may not otherwise move. While fallen, he may not attack, and is treated as rolling 0 for any attempts to flee or pursue (although he may choose to stand up if he would be able to pursue).
Broken Slavegiants are not Stubborn as normal Giants are. However they may subtract one from the result of any Break Test roll for every Goader they are accompanied by.
Slavegiant Special Attacks Slavegiants do not attack normally. Instead, at the start of each Combat Phase roll a D6 on one of the tables below when it is the Slavegiants turn to fight. Which table you use depends on the size of the victim; if fighting a character riding a monster or chariot, decide whether to attack the rider or his mount, and then use the appropriate table.
Fighting Big Things (Ogres, or similar sized or larger creatures including chariots):
D6 Result
1 Yell and Bawl
2-4 Smash with Ball & Chain
5-6 EadbuttFighting Small Things (anything smaller):D6 Result
1 Yell and Bawl
2 Jump Up and Down
3 Pick Up and...
4-6 Flail with Chain* Yell and Bawl Neither the Slavegiant nor models in contact with him actually fight if the have not already done so this round, but the combat round is automatically won by the Slavegiants side. The enemy count as losing the combat by 2.
* Smash with Ball & Chain The target must take an Initiative test. If it fails, it takes 2D6 Wounds with no Armour Save allowed. If a double is rolled, the ball gets stuck in the ground, and the Giant may not attack in the next combat round.
* Eadbutt The Slavegiant head-butts his enemy, automatically causing one wound with no Armour Saves allowed. If the victim is wounded but not killed then he is dazed, and loses all of his following attacks if he has not yet attacked this round he may not do so, and if he has attacked this round then he may not do so in the next one.
* Jump Up and Down Test to see if the Slavegiant falls over. If he does not, the target unit sustains 2D6 S6 hits, allocated as shooting hits. If a Slavegiant Jumps Up and Down, he will automatically continue to do so in every subsequent combat round there is no need to roll on the table. However, you will need to determine whether he falls over at the start of each round therefore, a Slavegiant that starts to Jump Up and Down will continue to do so until he falls over or the combat ends.
* Flail with Chain The Slavegiant inflicts D6 S6 hits on the target unit, allocated as Shooting hits.
* Pick Up and... The Slavegiant selects one model that is either in base contact or touching a model in base contact. The target may make a single attack if this attack hits and wounds, the Slavegiants attack fails, otherwise the Slavegiant grabs the model and the player rolls a D6 to see what happens next:
D6 Result
1 Stuff into Bag: The Slavegiant stuffs his victim into a bag; the model is effectively a casualty and can do nothing. If the Slavegiant is killed then any enemy model in the bag is considered to be freed unharmed after the battle, and no victory points are awarded for them.
2 Throw Back into Combat: The victim is hurled back into his own unit; this causes a wound on the victim with no saves allowed, and D6 S3 hits on the unit, with saves allowed as normal.
3 Hurl: The victim is hurled into any enemy unit within 12 of the Slavegiant, determined randomly. This causes a wound on the victim with no saves allowed, and D6 S3 hits on the unit, with saves allowed as normal. If no enemy units are in range, treat this as a result of Throw Back into Combat instead.
4 Squash: The model becomes a casualty and is removed from the game.
5 Eat: The model is removed from the game.
6 Pick Another: The Slavegiant hurriedly stuffs the victim into his bag, and attempts to pick up another; this victim makes a single attack, as described above, to avoid being picked up. If the Slavegiant rolls a succession of 6s, it is possible for him to amass a collection of trapped foes. Trapped models are effectively casualties, exactly as explained in the Stuff into Bag result described above.Rhinox Riders ..Pts/Model: 120
M WS BS S T W I A Ld
Rhinox Rider 6 3 2 4 5 5 2 3 7
Thunderlord 6 3 2 4 5 5 2 4 7
Rhinox 7 3 - 5 * * 2 3 5
Bull Rhinox 7 4 - 6 * * 2 4 5 The Rhinoxens Toughness & Wounds are included in the Riders profile. Unit Size: 1-3
Equipment: Ogre Clubs, Light Armour (combined with the Rhinoxs thick hide, this gives Rhinox Riders a 4+ Armour Save)
Special Rules: Bellowers, Ogre Clubs, Cause Fear, Bad-Tempered, Thunderous Charge, Bull Rhinox
Options:
- Any unit may be given Ironfists (+10 pts per model).
- One Rhinox Rider may be upgraded to a Thunderlord for +25 pts
- One Rhinox Rider may be upgraded to a Standard Bearer for +25 pts. Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may have a Magic Banner from the Common or Ogre Kingdoms magic item list of up to 50pts in value.
- One unit in an army may have its Rhinox upgraded to Bull Rhinox at +65pts per model.
Mounts
M WS BS S T W I A Ld
Rhinox 7 3 - 5 5 4 2 3 5
Bull Rhinox 7 4 - 6 5 5 2 4 5 Rhinox use 50x50mm bases. Bull Rhinox use 50x100mm bases.Special Rules: Cause Fear, 5+ Scaly Skin, Bad-Tempered, Thunderous Charge, Bull Rhinox
Bad-Tempered - If there is an enemy model that is an eligible target for the Rhinox to charge during the Declare Charges part of the movement phase, it must immediately pass a Leadership test or declare a charge if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge - Rhinox cause D3 Impact Hits on the charge, in the same manner as Chariots, at the base strength of the Rhinox or Bull Rhinox charging. This replaces the Bull Charge of any model riding it.
Bull Rhinox - Bull Rhinox cause Terror instead of Fear, have a 4+ 'Scaly' Skin save, and are Large Targets.
*insert witty signature here*
stone thrower. In a challenge, this special attack does not use a template, but rather is a single attack that strikes at S8, doing D6 Wounds and ignoring Armour Saves.
I like the flavour you've inserted into the magic items section 

