07 Jun 2009
These Ogre Special Characters are intended to work alongside this list. Any and all critique is welcomed (aside from fluff, obviously - I don't have it up yet)!
LORD CHOICE
Greasus Goldtooth ..Pts: 600
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Paymaster Tyrant, Gnoblar Palanquin, Rampant Bribery, Goldtooth Tribe
Paymaster Tyrant Greasus counts as the armys Battle Standard Bearer. All friendly units within his line of sight gain +1CR (this includes any unit Greasus joins).
Gnoblar Palanquin Greasus may always march, has an additional 5 Attacks striking at S2, and counts as having a Sword Gnoblar that may be re-used once a turn. In addition, Greasus is Unit Strength 6, and his Bull Charge causes D6 Impact Hits rather than the usual 1.
Rampant Bribery At the start of each of the opponents turns, Greasus may nominate D3 enemy units within his line of sight. These units become subject to Stupidity for the remainder of the turn (this has no effect on units that are Immune to Psychology).
The Goldtooth Tribe Greasus must always be the general of any army he is included in. At least two units of Ironguts must be fielded in an army led by Greasus.
Sceptre of the Titans Any friendly Ogre Kingdoms unit that is fleeing at the beginning of the Ogre players turn, and is within Greasus line of sight, must rally automatically. In addition, the Sceptre grants Greasus Strength 10 in combat (included in his profile above), causing D3 wounds. This does not affect his Bull Charge.
Overtyrants Crown The Overtyrants Crown makes Greasus and any unit he joins Immune to Psychology, as well as giving them a 4+ Ward Save against all non-magical missiles.
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LORD CHOICE
Ghark Dwarfdealer Ironskin ..Pts: 485
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Ironskin Tribe, Juggernox
Kalcotory Plate The Kalcotory Plate grants a 2+ Armour Save.
Ironskin Tribe Ghark must always be the general. In any army led by Ghark Ironskin, Leadbelchers are a 1+ choice, and 2 units of Leadbelchers may be taken for each Special Choice (rather than just one).
Juggernox The Juggernox is Bad-Tempered, a Large Target, has a Thunderous Charge, and causes Terror. The Juggernox has a 3+ Armour Save and a 5+ Ward Save, and its Close Combat attacks count as magical. The Juggernox has a S2 Flaming Breath Weapon that ignores Armour Saves.
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LORD CHOICE
Skrag the Slaughterer ..Pts: 400
Magic: Skrag is a Slaughtermaster, and as such is a Level 4 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Terror, Immune to Poison, Killing Blow, Frenzy, Unit Strength 6, Gorge-Blessings of the Great Maw, Army of the Slaughterer
Gorge-Blessings of the Great Maw Skrag and his Gorgers receive the blessings of their ever-hungry god according to the table below. The Models Killed column refers to the number of models killed by Skrag in Close Combat; models killed by Gut Magic or running down fleeing units do not count toward this total. When a new level on the table is reached, the bonuses take effect immediately, and are cumulative, although Skrag is only ever automatically restored to his starting number of Wounds after his first kill.
Army of the Slaughterer Skrag must be the army general. In an army led by Skrag the Slaughterer, Gorgers are a Special choice rather than a Rare, and in addition 2 Gorgers may be taken for each Special choice (rather than just 1). An army led by Skrag MUST contain at least 2 Gorgers (therefore using up 1 Special choice).
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LORD CHOICE
Golgfag Maneater ..Pts: 380
Equipment: Golgfag has a Handweapon, Ironfist, Great Weapon, Heavy Armour, a Brace of Handguns, a Luck Gnoblar and a Sword Gnoblar. His Maneaters have a Handweapon and Light Armour, and may otherwise purchase equipment as detailed in the Maneater unit entry.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology, Golgfags Maneaters
Options:
- Golgfag may be accompanied by additional Maneaters, bought in the same manner and at the same cost as specified in the Rare section of the army list. Note that they do not occupy a Rare slot.
- One of the Maneaters accompanying Golgfag may be upgraded to a Standard Bearer for +25pts. The Standard may pass from model to model as normal, despite Maneaters not being normal rank-and-file models.
Golgfags Maneaters Golgfag is accompanied by a unit of at least two Maneaters they do not take up a Rare choice, nor may he leave the unit at any time (unless, of course, they are all killed and he survives). Upgrades and equipment may be purchased for them as normal, with the exception that up to two upgrades may be purchased, instead of the usual one for these purposes, Golgfag counts as a Maneater.
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LORD CHOICE
Braugh Slavelord ..Pts: 350
Equipment: Braugh wields his Soulbinder Chains, and wears Heavy Armour and the Skinned Gut-Trophy. His Corpse-Slaves wield Handweapons.
Special Rules:
Braugh Only: Ogre Club, Bellowers, Bull Charge
Whole Unit: Cause Terror, Weary Dead, Slavelord
Options:
- Up to 24 additional Corpse-Slaves may be purchased to join the unit, at a cost of +6 points per model.
Weary Dead - Braugh and his Corpse-Slaves are Unbreakable. However, if they lose a combat, you must remove a number of Corpse-Slaves equal to the amount the combat was lost by. If Braugh dies, his Corpse-Slaves are removed from play at the end of that turn.
Slavelord Braugh is tied to his Corpse-Slaves by magical chains, and as such may not leave the unit for any reason. As long as there are at least 5 Corpse-Slaves in the unit, Braugh benefits from Look-Out, Sir! as normal.
Soulbinder Chains The Soulbinder Chains count as a magical Flail. If Braugh or any of his Corpse-Slaves kill a model with a Unit Strength of 2 or less, then one Corpse-Slave is created in its place. Models created by the Soulbinder Chains are added to Braughs unit, and do not affect its Victory Points value.
Skinned Gut-Trophy Grants a 6+ Armour Save that may be combined with other equipment normally. In addition, when rolling to hit against Braugh, the attacker suffers -1 to its Weapon Skill, to a minimum of 1.
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HERO CHOICE
Ogrog Crittercatcher ..Pts: 285
Equipment: Two Handweapons, Ogrog Crittercatchers Reel-In Crossbow, Light Armour, Hunting Spears
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic Em Boys, Loner, Beastkiller
Ogrog Crittercatcher's Reel-In Crossbow The Reel-In Crossbow fires as a Harpoon Crossbow, with the following exceptions:
Whenever a model with the Large Target Special Rule is successfully hit and wounded by the Reel-In Crossbow, Ogrog may choose to take a Strength Test.
If he fails or chooses not to take a Strength Test at any point, the bolt is ripped out and the model must immediately take an additional wound, but may thereafter move normally.
If he passes, the bolt stays embedded in the creature. In this case, the Ogre Kingdoms player must roll 2D6. This is the distance in inches the enemy model must immediately move directly (i.e. through terrain and other models) toward Ogrog. This special movement ignores all movement penalties, and any units (friendly or otherwise) the model moves through take D6 Hits at the model's base Strength, taking Panic Tests as normal. If the model comes into contact with impassable terrain during this special move, treat it as though Ogrog had failed his Strength Test.
If the model moves into base contact with Ogrog during this special move then Ogrog counts as charging in the next Combat Phase. If the model does not move into base contact with Ogrog during this special move then he may choose to take a Strength Test at the start of the next Ogre Kingdoms player's Shooting Phase, with the same effects as described above. This lasts until the Ogre Kingdom's player chooses not to take a Strength Test or fails one during this time, the enemy model may choose to move during its turn, but may not March or Fly.
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HERO CHOICE
The Wendigo ..Pts: 275
Special Rules: Ogre Club, Bellowers, Cause Fear, Scale Terrain, Bonechill, Primordial Frost, Mountain Legend
Primordial Chill All models in combat with the Wendigo have their Weapon Skill and Initiative reduced to 1, and lose the Always Strikes First rule (if they have it). Shooting directed at the Wendigo or any unit he joins suffers from a Ballistic Skill penalty of -1.
Models fleeing from or pursuing the Wendigo roll one additional D6 and discount the highest result in order to determine how far they move. Models with the Icy Presence rule or Flaming Attacks are unaffected by the Primordial Chill.
Freezing Breath The Wendigo has a S3 Breath Weapon that ignores Armour Saves and Regeneration. In addition, any unit that takes a casualty from the breath must pass an Initiative Test at the end of the turn, using the majority Initiative. If it fails, it may not move during its next Movement Phase.
Mountain Legend - The Wendigo may never be the army general, and may only ever join Yhetee units.
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HERO CHOICE
Llanog, Pitfighter of Many Names ..Pts: 255
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Prizefighter
Prizefighter Llanog may re-roll failed rolls to hit in Close Combat.
Champions Gutplate Grants a 6+ Armour Save that may be combined with other equipment normally. Llanog may specifically choose an enemy model to challenge, rather than issuing a general challenge, and that model may not refuse. Combat Resolution gained from a challenge by Llanog is doubled (including Overkill) although normal limits still apply.
Biff the Herald Gnoblar At the start of each of your turns, roll a D6 this is the number of Llanogs names Biff is able to announce before running out of breath. You may choose up to this number of Big Names to apply this turn to Llanog he benefits from their effects until the start of his next turn.
This allows him to re-use the Deathcheater, Firebreather Big Names. If Llanog is reduced to one wound while using the Feastmaster Big Name, he must automatically choose that Big Name at the start of his next turn to remain alive. If he chooses to use the Eyebiter Big Name, nominate the affected character immediately after choosing your Big Names you may choose a different one next time you use the Name.
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HERO CHOICE
Haugn Headsqueezer Skullsucker Braingobbler ..Pts: 220
Magic: Haugn is a Butcher, and as such is a Level 2 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison, Headsqueezer, Skullsucker
Headsqueezer Haugn may cast the Braingobbler Gut Magic spell multiple times in a single Magic Phase, and will always cast it on a roll of a 3+, ignoring any increases in Casting Value. Haugn also knows the following two spells in addition to the rest of the Gut Magic Lore.
Marespitter (3+ To Cast, Gut Magic) A nominated Ogre unit within 6 of the caster causes Terror while this Gut Magic spell is in play.
Bileslurper (3+ To Cast, Gut Magic) A nominated Ogre unit within 6 of the caster has the Frenzy rule while this Gut Magic spell is in play. The caster must take a Toughness test or immediately become subject to Frenzy himself.
Skullsucker On any turn in which Haugn causes an unsaved wound in Close Combat, roll a D6. On a 4+ the brain is undamaged, and he receives an additional Power Dice to use as normal in his next Magic Phase. In addition, enemy units taking a Panic test caused by a Braingobbler spell cast by Haugn suffer a -1 penalty to their Leadership.
Cranial Cup Bound Spell, PL3. One Use Only. Select a single model within 18 of Haugn, ignoring all targeting restrictions. That models base leadership is reduced by two for the rest of the game. If the model is a wizard, that model also forgets one spell, of the controlling players choice.
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HERO CHOICE
Jib, Runtlord Noseking of the Lowlands, Gnoblar Head-Honcho ..Pts: 215
Special Rules: Oglas the Unfortunate, Runtlord, Gnoblar Horde
Oglas the Unfortunate Oglas attacks benefit from the Ogre Club rule, and he has a Bull Charge (note that the Strength of his Impact Hit does not benefit from Gnoblar ranks behind him!). Jib and Oglas may join no Ogre units, but may join units of Gnoblars.
Runtlord Gnoblar units within 12 of Jib may use his Leadership as though he were the General, and do not Bicker. In addition, any Gnoblar unit Jib joins may be made to re-roll failed Leadership-based tests.
Gnoblar Horde Ogre Kingdoms armies including Jib apply the following changes:
* Gnoblar Fighters count toward the minimum number of required Core units, and Ogre Bulls are no longer a 1+ Choice.
* Gnoblar Fighters may be given Shields or Additional Handweapons for +1pt/model, or may swap their Sharp Stuff for Slings for +1pt/model.
*Gnoblar Fighters may be upgraded to Musicians or Standard Bearers as normal, for +4pts and +8pts respectively.
* One unit of Gnoblar Fighters may be upgraded to Manbiters for +2pts/model. Manbiters are equipped with Flails, and have +1S and +1Ld.
Whipping Whip of Whipping Grants +1A. Enemy units in combat with Jib lose any charging bonuses, as though they were attacking a defended obstacle.
Head-Honcho Helm Jib has a 4+ Ward Save, which he may re-roll if failed.
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RARE CHOICE
The Great Belching Crawcannon of Gib ..Pts: 300
Unit Strength: The Crawcannon and its crew have a combined Unit Strength of 6.
Equipment: The Gnoblar Crew are equipped with Handweapons and Sharp Stuff, while the Ogre Loader has a Handweapon.
Special Rules:
Ogre Loader Only: Ogre Club
Whole Unit: Cause Fear, Eclectic Crew, Groundquaking Belch, One Man's Scrap
Ecletic Crew The Crawcannon is so vast, rickety and scaffolded, and its crew so small and fidgety, that they are all modelled on the same base, and share a statline in the same manner as a Chariot. As such, the crew of the Crawcannon may not leave it for any reason if they would flee, treat them as being automatically run down, and the Crawcannon spiked as it finally collapses on itself. Otherwise, treat the Crawcannon as a normal war machine where applicable (may not march, etc).
Groundquaking Belch The Crawcannon fires using the following procedure:
Range: 72 Strength: 10 Damage: D6+1 Wounds Armour Saves: None Allowed
1) Align the Crawcannon at the target and declare the distance you are aiming.
2) Roll two Artillery dice and add the scores to the distance aimed. The shot travels forward this distance aimed before striking the ground.
3) If you roll a Misfire, refer to the Crawcannon Misfire chart. Otherwise place the small template with the hole over where the shot strikes the ground. All models completely under the template are hit automatically, while models partially under the template are hit on a 4+.
4) Roll the Artillery Dice again to establish how far the shot bounces move the template that many inches directly forwards. All models touched by the template as it moves are hit on a 4+.
5) If you roll a Misfire for the bounce roll, the ball sticks in the ground and does not bounce.
6) Work out the effect of hits normally. Models have no armour saving throw for a Crawcannon hit.
Crawcannon Misfire Table:
D6 Roll (If two Misfires were rolled, apply a -1 penalty to the roll, to a minimum of 1):
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Thoughts?
LORD CHOICE
Greasus Goldtooth ..Pts: 600
M WS BS S T W I A Ld
Greasus 5 6 4 5(10) 6 6 1 4 9Equipment: Sceptre of the Titans, Overtyrants CrownSpecial Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Paymaster Tyrant, Gnoblar Palanquin, Rampant Bribery, Goldtooth Tribe
Paymaster Tyrant Greasus counts as the armys Battle Standard Bearer. All friendly units within his line of sight gain +1CR (this includes any unit Greasus joins).
Gnoblar Palanquin Greasus may always march, has an additional 5 Attacks striking at S2, and counts as having a Sword Gnoblar that may be re-used once a turn. In addition, Greasus is Unit Strength 6, and his Bull Charge causes D6 Impact Hits rather than the usual 1.
Rampant Bribery At the start of each of the opponents turns, Greasus may nominate D3 enemy units within his line of sight. These units become subject to Stupidity for the remainder of the turn (this has no effect on units that are Immune to Psychology).
The Goldtooth Tribe Greasus must always be the general of any army he is included in. At least two units of Ironguts must be fielded in an army led by Greasus.
Sceptre of the Titans Any friendly Ogre Kingdoms unit that is fleeing at the beginning of the Ogre players turn, and is within Greasus line of sight, must rally automatically. In addition, the Sceptre grants Greasus Strength 10 in combat (included in his profile above), causing D3 wounds. This does not affect his Bull Charge.
Overtyrants Crown The Overtyrants Crown makes Greasus and any unit he joins Immune to Psychology, as well as giving them a 4+ Ward Save against all non-magical missiles.
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LORD CHOICE
Ghark Dwarfdealer Ironskin ..Pts: 485
M WS BS S T W I A Ld
Ghark 6 6 4 5 5 5 4 5 9
Juggernox 7 4 - 6 5 5 0 4 5Equipment: Handweapon, Ironfist, Kalcotory Plate, Brace of HandgunsSpecial Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Ironskin Tribe, Juggernox
Kalcotory Plate The Kalcotory Plate grants a 2+ Armour Save.
Ironskin Tribe Ghark must always be the general. In any army led by Ghark Ironskin, Leadbelchers are a 1+ choice, and 2 units of Leadbelchers may be taken for each Special Choice (rather than just one).
Juggernox The Juggernox is Bad-Tempered, a Large Target, has a Thunderous Charge, and causes Terror. The Juggernox has a 3+ Armour Save and a 5+ Ward Save, and its Close Combat attacks count as magical. The Juggernox has a S2 Flaming Breath Weapon that ignores Armour Saves.
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LORD CHOICE
Skrag the Slaughterer ..Pts: 400
M WS BS S T W I A Ld
Skrag 6 5 3 5 6 5 3 4 8Equipment: Skrags stump-blades count as two hand weapons, and he is accompanied by two Tooth Gnoblars.Magic: Skrag is a Slaughtermaster, and as such is a Level 4 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Terror, Immune to Poison, Killing Blow, Frenzy, Unit Strength 6, Gorge-Blessings of the Great Maw, Army of the Slaughterer
Gorge-Blessings of the Great Maw Skrag and his Gorgers receive the blessings of their ever-hungry god according to the table below. The Models Killed column refers to the number of models killed by Skrag in Close Combat; models killed by Gut Magic or running down fleeing units do not count toward this total. When a new level on the table is reached, the bonuses take effect immediately, and are cumulative, although Skrag is only ever automatically restored to his starting number of Wounds after his first kill.
Models Killed Effect on Skrag Effect on Gorgers
1+ Skrag is automatically restored to All Gorgers that have not yet entered
his starting number of wounds, play will do so at the start of the next
and gains Regeneration. Ogre Kingdoms turn.
5+ Skrag gains +1 Attack. All Gorgers gain +1 Attack.
10+ Skrag may re-roll failed rolls to hit. Gorgers may re-roll failed rolls to hit.
15+ Skrag becomes Unbreakable. All Gorgers gain Regeneration.Army of the Slaughterer Skrag must be the army general. In an army led by Skrag the Slaughterer, Gorgers are a Special choice rather than a Rare, and in addition 2 Gorgers may be taken for each Special choice (rather than just 1). An army led by Skrag MUST contain at least 2 Gorgers (therefore using up 1 Special choice).
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LORD CHOICE
Golgfag Maneater ..Pts: 380
M WS BS S T W I A Ld
Golgfag 6 7 4 5 5 5 5 6 9
Maneater 6 4 4 5 4 3 3 4 8Unit Size: Golgfag and two Maneaters.Equipment: Golgfag has a Handweapon, Ironfist, Great Weapon, Heavy Armour, a Brace of Handguns, a Luck Gnoblar and a Sword Gnoblar. His Maneaters have a Handweapon and Light Armour, and may otherwise purchase equipment as detailed in the Maneater unit entry.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology, Golgfags Maneaters
Options:
- Golgfag may be accompanied by additional Maneaters, bought in the same manner and at the same cost as specified in the Rare section of the army list. Note that they do not occupy a Rare slot.
- One of the Maneaters accompanying Golgfag may be upgraded to a Standard Bearer for +25pts. The Standard may pass from model to model as normal, despite Maneaters not being normal rank-and-file models.
Golgfags Maneaters Golgfag is accompanied by a unit of at least two Maneaters they do not take up a Rare choice, nor may he leave the unit at any time (unless, of course, they are all killed and he survives). Upgrades and equipment may be purchased for them as normal, with the exception that up to two upgrades may be purchased, instead of the usual one for these purposes, Golgfag counts as a Maneater.
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LORD CHOICE
Braugh Slavelord ..Pts: 350
M WS BS S T W I A Ld
Braugh 6 6 4 5 5 5 4 5 9
Corpse-Slaves 6 2 2 3 3 1 2 1 3Unit Size: Braugh, and 12 Corpse-SlavesEquipment: Braugh wields his Soulbinder Chains, and wears Heavy Armour and the Skinned Gut-Trophy. His Corpse-Slaves wield Handweapons.
Special Rules:
Braugh Only: Ogre Club, Bellowers, Bull Charge
Whole Unit: Cause Terror, Weary Dead, Slavelord
Options:
- Up to 24 additional Corpse-Slaves may be purchased to join the unit, at a cost of +6 points per model.
Weary Dead - Braugh and his Corpse-Slaves are Unbreakable. However, if they lose a combat, you must remove a number of Corpse-Slaves equal to the amount the combat was lost by. If Braugh dies, his Corpse-Slaves are removed from play at the end of that turn.
Slavelord Braugh is tied to his Corpse-Slaves by magical chains, and as such may not leave the unit for any reason. As long as there are at least 5 Corpse-Slaves in the unit, Braugh benefits from Look-Out, Sir! as normal.
Soulbinder Chains The Soulbinder Chains count as a magical Flail. If Braugh or any of his Corpse-Slaves kill a model with a Unit Strength of 2 or less, then one Corpse-Slave is created in its place. Models created by the Soulbinder Chains are added to Braughs unit, and do not affect its Victory Points value.
Skinned Gut-Trophy Grants a 6+ Armour Save that may be combined with other equipment normally. In addition, when rolling to hit against Braugh, the attacker suffers -1 to its Weapon Skill, to a minimum of 1.
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HERO CHOICE
Ogrog Crittercatcher ..Pts: 285
M WS BS S T W I A Ld
Ogrog 6 5 4 5 5 4 4 4 9
Cavebeast 6 4 - 5 5 4 2 4 5Unit Size: Ogrog Crittercatcher and two CavebeastsEquipment: Two Handweapons, Ogrog Crittercatchers Reel-In Crossbow, Light Armour, Hunting Spears
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic Em Boys, Loner, Beastkiller
Ogrog Crittercatcher's Reel-In Crossbow The Reel-In Crossbow fires as a Harpoon Crossbow, with the following exceptions:
Whenever a model with the Large Target Special Rule is successfully hit and wounded by the Reel-In Crossbow, Ogrog may choose to take a Strength Test.
If he fails or chooses not to take a Strength Test at any point, the bolt is ripped out and the model must immediately take an additional wound, but may thereafter move normally.
If he passes, the bolt stays embedded in the creature. In this case, the Ogre Kingdoms player must roll 2D6. This is the distance in inches the enemy model must immediately move directly (i.e. through terrain and other models) toward Ogrog. This special movement ignores all movement penalties, and any units (friendly or otherwise) the model moves through take D6 Hits at the model's base Strength, taking Panic Tests as normal. If the model comes into contact with impassable terrain during this special move, treat it as though Ogrog had failed his Strength Test.
If the model moves into base contact with Ogrog during this special move then Ogrog counts as charging in the next Combat Phase. If the model does not move into base contact with Ogrog during this special move then he may choose to take a Strength Test at the start of the next Ogre Kingdoms player's Shooting Phase, with the same effects as described above. This lasts until the Ogre Kingdom's player chooses not to take a Strength Test or fails one during this time, the enemy model may choose to move during its turn, but may not March or Fly.
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HERO CHOICE
The Wendigo ..Pts: 275
M WS BS S T W I A Ld
Wendigo 7 5 3 6 5 4 6 4 8Equipment: Two Magical HandweaponsSpecial Rules: Ogre Club, Bellowers, Cause Fear, Scale Terrain, Bonechill, Primordial Frost, Mountain Legend
Primordial Chill All models in combat with the Wendigo have their Weapon Skill and Initiative reduced to 1, and lose the Always Strikes First rule (if they have it). Shooting directed at the Wendigo or any unit he joins suffers from a Ballistic Skill penalty of -1.
Models fleeing from or pursuing the Wendigo roll one additional D6 and discount the highest result in order to determine how far they move. Models with the Icy Presence rule or Flaming Attacks are unaffected by the Primordial Chill.
Freezing Breath The Wendigo has a S3 Breath Weapon that ignores Armour Saves and Regeneration. In addition, any unit that takes a casualty from the breath must pass an Initiative Test at the end of the turn, using the majority Initiative. If it fails, it may not move during its next Movement Phase.
Mountain Legend - The Wendigo may never be the army general, and may only ever join Yhetee units.
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HERO CHOICE
Llanog, Pitfighter of Many Names ..Pts: 255
M WS BS S T W I A Ld
Llanog 6 6 4 5 5 4 3 4 8Equipment: Handweapon, Ironfist, Heavy Armour, Champions Gutplate, Biff the Herald GnoblarSpecial Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Prizefighter
Prizefighter Llanog may re-roll failed rolls to hit in Close Combat.
Champions Gutplate Grants a 6+ Armour Save that may be combined with other equipment normally. Llanog may specifically choose an enemy model to challenge, rather than issuing a general challenge, and that model may not refuse. Combat Resolution gained from a challenge by Llanog is doubled (including Overkill) although normal limits still apply.
Biff the Herald Gnoblar At the start of each of your turns, roll a D6 this is the number of Llanogs names Biff is able to announce before running out of breath. You may choose up to this number of Big Names to apply this turn to Llanog he benefits from their effects until the start of his next turn.
This allows him to re-use the Deathcheater, Firebreather Big Names. If Llanog is reduced to one wound while using the Feastmaster Big Name, he must automatically choose that Big Name at the start of his next turn to remain alive. If he chooses to use the Eyebiter Big Name, nominate the affected character immediately after choosing your Big Names you may choose a different one next time you use the Name.
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HERO CHOICE
Haugn Headsqueezer Skullsucker Braingobbler ..Pts: 220
M WS BS S T W I A Ld
Haugn 6 3 2 4 5 4 2 3 7Equipment: Handweapon, Cranial Cup, Tooth GnoblarMagic: Haugn is a Butcher, and as such is a Level 2 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison, Headsqueezer, Skullsucker
Headsqueezer Haugn may cast the Braingobbler Gut Magic spell multiple times in a single Magic Phase, and will always cast it on a roll of a 3+, ignoring any increases in Casting Value. Haugn also knows the following two spells in addition to the rest of the Gut Magic Lore.
Marespitter (3+ To Cast, Gut Magic) A nominated Ogre unit within 6 of the caster causes Terror while this Gut Magic spell is in play.
Bileslurper (3+ To Cast, Gut Magic) A nominated Ogre unit within 6 of the caster has the Frenzy rule while this Gut Magic spell is in play. The caster must take a Toughness test or immediately become subject to Frenzy himself.
Skullsucker On any turn in which Haugn causes an unsaved wound in Close Combat, roll a D6. On a 4+ the brain is undamaged, and he receives an additional Power Dice to use as normal in his next Magic Phase. In addition, enemy units taking a Panic test caused by a Braingobbler spell cast by Haugn suffer a -1 penalty to their Leadership.
Cranial Cup Bound Spell, PL3. One Use Only. Select a single model within 18 of Haugn, ignoring all targeting restrictions. That models base leadership is reduced by two for the rest of the game. If the model is a wizard, that model also forgets one spell, of the controlling players choice.
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HERO CHOICE
Jib, Runtlord Noseking of the Lowlands, Gnoblar Head-Honcho ..Pts: 215
M WS BS S T W I A Ld
Jib 4 4 4 3 4 4 5 3 7
Oglas 6 3 2 4 4 - 2 3 7Equipment: Jib has a Handweapon, the Whipping Whip of Whipping, and wears the Head-Honcho Helm and Light Armour. He also carries a Gnoblar Thiefstone.Special Rules: Oglas the Unfortunate, Runtlord, Gnoblar Horde
Oglas the Unfortunate Oglas attacks benefit from the Ogre Club rule, and he has a Bull Charge (note that the Strength of his Impact Hit does not benefit from Gnoblar ranks behind him!). Jib and Oglas may join no Ogre units, but may join units of Gnoblars.
Runtlord Gnoblar units within 12 of Jib may use his Leadership as though he were the General, and do not Bicker. In addition, any Gnoblar unit Jib joins may be made to re-roll failed Leadership-based tests.
Gnoblar Horde Ogre Kingdoms armies including Jib apply the following changes:
* Gnoblar Fighters count toward the minimum number of required Core units, and Ogre Bulls are no longer a 1+ Choice.
* Gnoblar Fighters may be given Shields or Additional Handweapons for +1pt/model, or may swap their Sharp Stuff for Slings for +1pt/model.
*Gnoblar Fighters may be upgraded to Musicians or Standard Bearers as normal, for +4pts and +8pts respectively.
* One unit of Gnoblar Fighters may be upgraded to Manbiters for +2pts/model. Manbiters are equipped with Flails, and have +1S and +1Ld.
Whipping Whip of Whipping Grants +1A. Enemy units in combat with Jib lose any charging bonuses, as though they were attacking a defended obstacle.
Head-Honcho Helm Jib has a 4+ Ward Save, which he may re-roll if failed.
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RARE CHOICE
The Great Belching Crawcannon of Gib ..Pts: 300
M WS BS S T W I A Ld
Crawcannon - - - - 7 5 - - -
Ogre Loader - 3 2 4 - - 2 3 -
Gibs Gnoblar Crew 4 2 3 2 - - 3 6 6Unit Size: The Crawcannon, 1 Ogre Loader, Scrapmaster Gib, and his 5 Gnoblar Crew, all on a single Chariot Base.Unit Strength: The Crawcannon and its crew have a combined Unit Strength of 6.
Equipment: The Gnoblar Crew are equipped with Handweapons and Sharp Stuff, while the Ogre Loader has a Handweapon.
Special Rules:
Ogre Loader Only: Ogre Club
Whole Unit: Cause Fear, Eclectic Crew, Groundquaking Belch, One Man's Scrap
Ecletic Crew The Crawcannon is so vast, rickety and scaffolded, and its crew so small and fidgety, that they are all modelled on the same base, and share a statline in the same manner as a Chariot. As such, the crew of the Crawcannon may not leave it for any reason if they would flee, treat them as being automatically run down, and the Crawcannon spiked as it finally collapses on itself. Otherwise, treat the Crawcannon as a normal war machine where applicable (may not march, etc).
Groundquaking Belch The Crawcannon fires using the following procedure:
Range: 72 Strength: 10 Damage: D6+1 Wounds Armour Saves: None Allowed
1) Align the Crawcannon at the target and declare the distance you are aiming.
2) Roll two Artillery dice and add the scores to the distance aimed. The shot travels forward this distance aimed before striking the ground.
3) If you roll a Misfire, refer to the Crawcannon Misfire chart. Otherwise place the small template with the hole over where the shot strikes the ground. All models completely under the template are hit automatically, while models partially under the template are hit on a 4+.
4) Roll the Artillery Dice again to establish how far the shot bounces move the template that many inches directly forwards. All models touched by the template as it moves are hit on a 4+.
5) If you roll a Misfire for the bounce roll, the ball sticks in the ground and does not bounce.
6) Work out the effect of hits normally. Models have no armour saving throw for a Crawcannon hit.
Crawcannon Misfire Table:
D6 Roll (If two Misfires were rolled, apply a -1 penalty to the roll, to a minimum of 1):
1: Boom!: Remove the Crawcannon and all Crew as casualties all models within 2D6 take a single S5 Flaming hit.
2-3: Choke: Remove one Gnoblar Crew. The Crawcannon may not fire this turn or the next.
4-5: Gag: The Crawcannon takes D3 wounds and does not fire this turn.
6: Hurl: Fire the Crawcannon as normal, re-rolling any result of a Misfire, and ignoring it if the re-roll is the same. Rather than using the small template to determine hits, use the Large Template. The Crawcannon will not fire again this game.One Mans Scrap The crew of the Crawcannon are Stubborn. In addition, once per game you may choose to re-roll a single Artillery Dice roll for the Crawcannon.-------------------------------------------------------------------------
Thoughts?
*insert witty signature here*
The wendigo also is very awesome-sauce. Te craw cannon mhhmm hard to hit with but seemingly cheese when it does as it uses a st ten template! with d6=1 wounds.
Like your army list, very strong in certain areas, and certainly suffers from the power hike that all armies receive when they are revised... Very characterful though, and would quite like to use some of them one day maybe