03 Jul 2010
this is one of the two new RPGs i'm launching simultaneously. after launching my poll to find which RPGs appealed to players Hragged commented that a Pit fighter RPG would suit ogres and a Mafia RPG would suit gnoblar so i have decided to launch both of those to see how much interest there is in them...
Ug's Pit Of Maw:
one day a Tyrant by the name of Ug Kinkiller invited his kin, even the distant relatives from other tribes (he was very hungry) to join a competition he was hosting, the idea was for a series of pit fights to take place. competetors would be split into four teams and would engage in battles with each other and any monsters that Ug's bulls could catch (eg yhetees, rinox & sabretusk packs) the winners of each fight would be given a piece of "Magic Meat" prepared by Ug's butchers. anyone who ate the MM would be revitalized and ready to fight again. any one who died he would eat.
magic meat - if your team wins you get a piece of this. it regenerates your health after each battle (basically the same as an extra life in a video game) each player starts with three. if you run out then you're out of the game. if your team wins but you run out of wounds first (are mortally wounded) then it counts as if you've eaten your piece of the meat. you start the next fight with the same number of meats as before but at full health.
monsters - in each fight there will be one or two monsters. the monsters used will be, Rinox, Sabretusk, Yhetee and Gorger. near the end i may include monsters from different areas of the world (brought home by Ug's Maneaters)
Teams - depending on the number of players i will have 2 - 4 teams, your team will work together to defeat the others and any monsters. if you successfully survive until all members of all other teams are dead (ran out of meat) your team will fight against Tyrant Ug.
Characters - will start out with the stats of an irongut, but you each get 5 Stat points to increase your character's stats. you are armed with only basic irongut equipment.
Turns -
monsters don't shoot or use magic.
if there are any more questions please do not hesitate to ask them.
---------------------------------------------------------------------------------------------------------------------------
i am modifying this post at the request of Randroid.
THESE ARE THE RULES.
1) at the start of each battle players will be split into 4 teams
2) weapons and upgrades may be purchased at the upgrade store. multiple weapons/big names/ upgrades may be used.
3) up to 3 of the 5 points given at the start may be used for a single attribute.
4) stat points are gained through killing players/monsters and victories
Kill a Player - 2
Kill a Monster - 4
Your Team Wins - 3
5) Character Form Layout
Character Name:
*Tribe Name:
Stats: use a list here, stats should be in the order seen in the army books and on the GW website, movement first, leadership last. NOTE: this is the stats AFTER the 5 points have been added.
*Background info:
the ones with the * are not necessary, you can miss them out.
6) upgrade store.
Weapons
Name: thundermace
Cost: 11 points
Rules: only attack once per turn. If it hits any enemy models within 5 are attacked as though by a strength 8 stone thrower.
Name: tenderiser
Cost: 10 points
Rules: uses great weapon rules. Any model wounded by this is wounded D3 times.
Name: seigebreaker
Cost: 6
Rules: great weapon rules (but +3 strength instead of +2). When rolling to hit compare the ogres weapon skill to the enemys initiative. It is impossible to deflect a blow from this weapon. Anyone with no initiative is auto-hit and takes D3 wounds.
Name: skullplucker
Cost: 6
Rules: gives an ogre Killing Blow
Name: brace of handguns
Cost: 2
Rules: range 24, strength 4, pistol rules, armour piercing, 2 X multiple shots
Name: Leadbelcher canon
Cost: 2
Rules: Range 12, strength 4, multiple shots (artillery dice), armour piercing.
Harpoon launcher
Cost: 3
Rules: range 36, strength 5, it is fired like a bolt thrower. Any large target hit must take a strength test, if it fails another wound is lost.
Name: ironfist
Cost: 1
Rules: may be used as an extra hand weapon or shield.
Armour
Name: Heavy
Cost: 2
Rules : Heavy Armour
Name: Light
Cost: 1
Rules: Light Armour
Name: Flame
Cost: 3
Rules: any fire attacks cannot hit. Water attacks do double damage.
Name: ice
Cost: 3
Rules: ice/water attacks cannot hit. Fire attacks do double damage.
Name: Magic Resistant
Cost: 3
Rules: 4+ ward save against ANY magic cast against this character.
Name: Magic Resistant V2
Cost: 12
Rules: 2+ ward save against ANY magic cast against the character.
Name: Magic bound
Cost: 10
Rules: before each battle the player may choose any spell from any lore. They will now be able to use this spell once every 2 turns (one turn recharge time).
Enchanted items
Name: Brahmir Statue
Cost: 7
Rules: any Psychology tests caused by the bearer are at -3 leadership.
Name: Daemon killer scars.
Cost: 7
Rules: Bruiser/tyrant only. the bruiser/tyrant causes terror.
Name: Greyback pelt
Cost: 7
Rules: the character may move through any terrain except impossible terrain as if it were open ground. Enemies are -1 to hit in close combat (unless they have ice armour)
Arcane Items.
Name: Bangstick
Cost: 5
Rules: Range 24, Strength 4, D6 hits, all units that are in between the butcher and his target are attacked D6 times as well.
Name: Halfling cookbook
Cost: 5
Rules: the butcher may re-roll the to-wound dice when he suffers a wound from a successful Bonecruncher, toothcracker or trollguts spell.
Name: Gruts Sickle
Cost: 7
Rules: the butcher or an ally in base contact with him may take 1 wound (its up to the butcher who the ally doesnt get a say) if they do then the butcher gets an extra casting dice. The amount of dice can exceed the normal limit.
Big Names
(the people in the pit are so cool they may have multiple big names)
Name: kineater
Cost: 7
Rules: (the pit contestants are super brave so there will be no panic tests so i had to change this one a lot) any models on the team of the kineater are so terrified of being eated if they lose they may re-roll all to-hit rolls. However if they are removed as casualties they are so badly eaten they must use two pieces of magic meat to heal themselves.
Name: Mountaineater
Cost: 6
Rules: has at least a 4+ ward save (no effect against magic)
Name: GiantBreaker
Cost: 5
Rules: model has learned the weak spots of giants and now has the ability to target them. Any wounds against giants are D3 wounds instead of 1. This can also be acquired for free if the character kills a giant by himself.
Name: Bruiser / Tyrant
Cost: 3 / 4
Rules: may have Daemon killer scars. Extra 1 / 2 points per level
Name: Butcher / Slaughtermaster
Cost: 4 / 5
Rules: extra 1 / 2 casting dice. May equip arcane items. Can use gut magic.
Talismans.
Name: Cathayan Jet
Cost: 6
Rules: a 3+ ward save against any magic
Name: SpangleShard
Cost: 6
Rules: roll 1 D6 if the result is higher than the to-wound roll that wound is discounted.
Name: wyrdstone Neclace
Cost: 4
Rules: 5+ ward save. Roll a D6 at the start of each battle, if the result is 1 the bearer suffers a wound.
i spent ages writing this up so i hope you like it, but if not then i guess we'll have to come up with something else. if you like it a little bit but there are problems that you think must be sorted out then tell me how you think i should change them.
------------------------------------------------------------
i think that's all - if i've missed out any rules please tell me.
Ug's Pit Of Maw:
one day a Tyrant by the name of Ug Kinkiller invited his kin, even the distant relatives from other tribes (he was very hungry) to join a competition he was hosting, the idea was for a series of pit fights to take place. competetors would be split into four teams and would engage in battles with each other and any monsters that Ug's bulls could catch (eg yhetees, rinox & sabretusk packs) the winners of each fight would be given a piece of "Magic Meat" prepared by Ug's butchers. anyone who ate the MM would be revitalized and ready to fight again. any one who died he would eat.
magic meat - if your team wins you get a piece of this. it regenerates your health after each battle (basically the same as an extra life in a video game) each player starts with three. if you run out then you're out of the game. if your team wins but you run out of wounds first (are mortally wounded) then it counts as if you've eaten your piece of the meat. you start the next fight with the same number of meats as before but at full health.
monsters - in each fight there will be one or two monsters. the monsters used will be, Rinox, Sabretusk, Yhetee and Gorger. near the end i may include monsters from different areas of the world (brought home by Ug's Maneaters)
Teams - depending on the number of players i will have 2 - 4 teams, your team will work together to defeat the others and any monsters. if you successfully survive until all members of all other teams are dead (ran out of meat) your team will fight against Tyrant Ug.
Characters - will start out with the stats of an irongut, but you each get 5 Stat points to increase your character's stats. you are armed with only basic irongut equipment.
Turns -
- T1 (team one) movement
- T2 Movement
- T3 Movement
- T4 Movement
- Monster Movement
- T1 shooting
- T2 shooting
- T3 shooting
- T4 shooting
- Monster shooting
- T1 magic
- T2 magic
- T3 magic
- T4 magic
- Monster magic
monsters don't shoot or use magic.
if there are any more questions please do not hesitate to ask them.

i am modifying this post at the request of Randroid.
THESE ARE THE RULES.
1) at the start of each battle players will be split into 4 teams
2) weapons and upgrades may be purchased at the upgrade store. multiple weapons/big names/ upgrades may be used.
3) up to 3 of the 5 points given at the start may be used for a single attribute.
4) stat points are gained through killing players/monsters and victories
Kill a Player - 2
Kill a Monster - 4
Your Team Wins - 3
5) Character Form Layout
Character Name:
*Tribe Name:
Stats: use a list here, stats should be in the order seen in the army books and on the GW website, movement first, leadership last. NOTE: this is the stats AFTER the 5 points have been added.
*Background info:
the ones with the * are not necessary, you can miss them out.
6) upgrade store.
Weapons
Name: thundermace
Cost: 11 points
Rules: only attack once per turn. If it hits any enemy models within 5 are attacked as though by a strength 8 stone thrower.
Name: tenderiser
Cost: 10 points
Rules: uses great weapon rules. Any model wounded by this is wounded D3 times.
Name: seigebreaker
Cost: 6
Rules: great weapon rules (but +3 strength instead of +2). When rolling to hit compare the ogres weapon skill to the enemys initiative. It is impossible to deflect a blow from this weapon. Anyone with no initiative is auto-hit and takes D3 wounds.
Name: skullplucker
Cost: 6
Rules: gives an ogre Killing Blow
Name: brace of handguns
Cost: 2
Rules: range 24, strength 4, pistol rules, armour piercing, 2 X multiple shots
Name: Leadbelcher canon
Cost: 2
Rules: Range 12, strength 4, multiple shots (artillery dice), armour piercing.
Harpoon launcher
Cost: 3
Rules: range 36, strength 5, it is fired like a bolt thrower. Any large target hit must take a strength test, if it fails another wound is lost.
Name: ironfist
Cost: 1
Rules: may be used as an extra hand weapon or shield.
Armour
Name: Heavy
Cost: 2
Rules : Heavy Armour
Name: Light
Cost: 1
Rules: Light Armour
Name: Flame
Cost: 3
Rules: any fire attacks cannot hit. Water attacks do double damage.
Name: ice
Cost: 3
Rules: ice/water attacks cannot hit. Fire attacks do double damage.
Name: Magic Resistant
Cost: 3
Rules: 4+ ward save against ANY magic cast against this character.
Name: Magic Resistant V2
Cost: 12
Rules: 2+ ward save against ANY magic cast against the character.
Name: Magic bound
Cost: 10
Rules: before each battle the player may choose any spell from any lore. They will now be able to use this spell once every 2 turns (one turn recharge time).
Enchanted items
Name: Brahmir Statue
Cost: 7
Rules: any Psychology tests caused by the bearer are at -3 leadership.
Name: Daemon killer scars.
Cost: 7
Rules: Bruiser/tyrant only. the bruiser/tyrant causes terror.
Name: Greyback pelt
Cost: 7
Rules: the character may move through any terrain except impossible terrain as if it were open ground. Enemies are -1 to hit in close combat (unless they have ice armour)
Arcane Items.
Name: Bangstick
Cost: 5
Rules: Range 24, Strength 4, D6 hits, all units that are in between the butcher and his target are attacked D6 times as well.
Name: Halfling cookbook
Cost: 5
Rules: the butcher may re-roll the to-wound dice when he suffers a wound from a successful Bonecruncher, toothcracker or trollguts spell.
Name: Gruts Sickle
Cost: 7
Rules: the butcher or an ally in base contact with him may take 1 wound (its up to the butcher who the ally doesnt get a say) if they do then the butcher gets an extra casting dice. The amount of dice can exceed the normal limit.
Big Names
(the people in the pit are so cool they may have multiple big names)
Name: kineater
Cost: 7
Rules: (the pit contestants are super brave so there will be no panic tests so i had to change this one a lot) any models on the team of the kineater are so terrified of being eated if they lose they may re-roll all to-hit rolls. However if they are removed as casualties they are so badly eaten they must use two pieces of magic meat to heal themselves.
Name: Mountaineater
Cost: 6
Rules: has at least a 4+ ward save (no effect against magic)
Name: GiantBreaker
Cost: 5
Rules: model has learned the weak spots of giants and now has the ability to target them. Any wounds against giants are D3 wounds instead of 1. This can also be acquired for free if the character kills a giant by himself.
Name: Bruiser / Tyrant
Cost: 3 / 4
Rules: may have Daemon killer scars. Extra 1 / 2 points per level
Name: Butcher / Slaughtermaster
Cost: 4 / 5
Rules: extra 1 / 2 casting dice. May equip arcane items. Can use gut magic.
Talismans.
Name: Cathayan Jet
Cost: 6
Rules: a 3+ ward save against any magic
Name: SpangleShard
Cost: 6
Rules: roll 1 D6 if the result is higher than the to-wound roll that wound is discounted.
Name: wyrdstone Neclace
Cost: 4
Rules: 5+ ward save. Roll a D6 at the start of each battle, if the result is 1 the bearer suffers a wound.
i spent ages writing this up so i hope you like it, but if not then i guess we'll have to come up with something else. if you like it a little bit but there are problems that you think must be sorted out then tell me how you think i should change them.
i think that's all - if i've missed out any rules please tell me.

if anyone is interested at the idea of RPGs please vote in this poll
http://www.ogrestronghold.com/forum/index.php?topic=16239.0
http://www.ogrestronghold.com/forum/index.php?topic=16239.0

