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Ogre Mordheim warband

original thread ↗

So, let's make an Ogre warband!
Before approaching the mechanics, we should discuss the design of the warband and how we want it to feel. I'll begin with my initial thoughts.
I believe that an Ogre warband would be comprised of mostly maneaters. Mordheim is quite a ways away from the Mountains of Mourn, and it seems likely that only Ogres with a large degree of wanderlust are going to head there. It is also an inhospitable city that isn't filled with food, so its not a great place to go for a tribe. Maneaters also have a surprisingly good sense of commerce, and understand the value of wyrdstone.
I don't think you'll see many non-maneaters here, because the city is not truly capable of supporting a tribe (not enough food, not much space, too hostile, no real government to rob), and there isn't much of a reason for thinlings to hire a tribe to come to the area.

I can go either way on butchers. On the one hand, they know the Great Maw already exists, so the comet that hit Mordheim isn't that significant. On the other hand, they might view going to see the rock that ate a city as a sort of pilgrimage in honor of the Great Maw. Also, it'd be nice to have magic in the warband.

To round out the warband it would then have gnoblars, possibly sabretusks, and maybe a 25mm or 20mm based beast of some sort (smaller than a sabretusk but larger than a gnoblar...).

It'd be neat to see some sort of mechanic to represent the current maneaters' special rules. Possibly they could purchase certain skills?
The warband would definitely need its own skill list.

Hired swords and dramatis personae? I think yes. The warband needs access to academic skills.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
I am not very familier with the Mordhiem rules, but I have been wanting to get into it.

Maybe have some sort of mechanisim where Gnoblars are affiliated with a particular ogre in the warband, his personal staff/fighting unit. They emulate his fighting style. An ogre that perfers ranged combat would have gnoblars armed with a variety of throwing weapons, pistols(prone to exploding), and maybe a simple rock flinger. A CC ogre would have CC gnoblars and such.

I like the idea of the Comet being a sacred pilgrammage thing for a Butcher. Firebellys could be included too. They seem to be the wandering type so their presence wouldn't need as much explaining.

Sabretusks can be included as pets of their Ogre master.

Beast thats smaller then a Sabretusk, but bigger then a Gnob? Seeing as how they've been everywhere and seen everything just about anything fits. They could have wolves(like the goblins ride), boars, large poisonous reptiles from Lustria...

Dramatis persona and Hired Swords: I think a good way to put it would be maybe have someone the Ogres have "persuaded" to help them. Some poor sod that studied at an academy somewhere the Ogres caught on the road somewhere and is now forced to help the ogres achieve their goals. Someone with a useful skill, improved weapons, good food, maybe some minor magic abilities.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I think the only way to do it would be to have the ogres/maneaters only as heros, none in henchmen.
The henchmen could be gnoblars, gnoblar trappers and say sabretusks.
Gnoblar/trappers could become heros but they can never lead the warband and the warband always needs 2 ogres. What self respecting ogre hangs around with just gnoblars.

I'd like to see a hunter in there but i'm not keen on the butcher.

Alot of the skills and equipment could be taken from the mordheimer ogre list, alot of them are quit good.

For the ogre heros, the problem is making them less expencive so you can actully make a warband, and the only way to do that is to decrease stats which I'm not happy about because you still want them to be big mean lumps, but I cant think of another way?
charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
I think the only way to do it would be to have the ogres/maneaters only as heros, none in henchmen.
The henchmen could be gnoblars, gnoblar trappers and say sabretusks.
Gnoblar/trappers could become heros but they can never lead the warband and the warband always needs 2 ogres. What self respecting ogre hangs around with just gnoblars.

I like all of those ideas. See my reply to grey templar's quote for interactions between the gnoblar henchmen and the Ogre hero.

I'd like to see a hunter in there

What would differentiate the hunter from an ogre with a ranged weapon? The bolt thrower wouldn't work for Mordheim. Different henchmen options? You'd need enough good options without the hunter.

i'm not keen on the butcher.

Not having access to a wizard sucks. And I can see the butchers traveling to Mordheim looking for more dangerous things to eat (after all, wyrdstone, comet, and demons abound). The firebelly is more of a stretch.

Alot of the skills and equipment could be taken from the mordheimer ogre list, alot of them are quit good.

I haven't checked it out in a while, so I'll do that.

For the ogre heros, the problem is making them less expencive so you can actully make a warband, and the only way to do that is to decrease stats which I'm not happy about because you still want them to be big mean lumps, but I cant think of another way?

A Bull statline is still a beast in Mordheim. And the maneaters composing the warband are going to be starting out their career, otherwise they'd be in a real army.
Give the leader higher WS and I? Maybe one skill to start out with (replacing the Leader skill).
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
I don't think a Firebelly is a stretch. They are depected as wanderers, moving about the Tribes, following the scent of war. I think it would be quite possable for a Firebelly to join up with a Maneater band and go adventuring.

I would make them rarer then butchers, maybe never more then 1 in your band.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I had missed that about firebellies. It works then.
In terms of the firebelly:butcher ratio, it needs to be one or the other. Having multiple wizards in the warband (without going to hired swords and DP) is, as I recall, doable by only a single warband.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
Definitly,

I came up with some ogre specific weaponry that could be used.

Close Combat weapons

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier


Double Handed Club: Some ogres carry an even more massive version of the traditional ogre club, these weapons are so massivly powerful they can cleave an armored knight in twain.

Range: Close combat; Strength: as user +2; Special Rules: Concussion, Bludgeoning Weapon, Two-handed, Strike Last

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First


Ranged Weapons

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
How familiar are you with Mordheim? I like the direct translation of the ironfist and the ogre club, but armor sucks in Mordheim. Also, the double-handed club is just a two-handed weapon.

edit;
I see you added 'concussion' to the big club. That is a *really* good weapon, 30+ gc minimum. Expensive weapons are going to be avoided in an Ogre warband, because the Ogres would be so expensive already.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
I actually just downloaded the rules and read them over. Yeah, I noticed that armor sucks. hence why the ironfist also gives you an extra attack so it isn't completely useless. and its a nod to when it was an XHW.

And you will notice that with the Double Handed Ogre Club I gave it the Ogre Club's armor piercing ability. So its a 2 handed weapon with +2 str, Concussion, and -1 armor save, for a grand total of -4 to armor saves. slightly better then a normal 2 handed weapon. Yeah, its going to be overkill most of the time, but thats ok I think.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
These weapons and skills are from other fan made lists, I've picked the ones that I think are good.
Some are very good.

Ogre Club; 10 gc; Availability: Rare 7
Follows the normal rules for a club. In addition to it, the club is so massive, that it cannot be parried in any way.

Belly Plate; 30+2D6 gc; Availability: Rare 10
Gives you +1 armor save and you can ignore the first hit received in battle on a roll of 4+. The model cannot wear heavy armor as long as it’s having a belly plate.

Iron Fist; 20 gc; Availability: Rare 8
An ogre can only ever have one Iron Fist. You can use it either as a buckler or a second hand weapon. Choose every HtH phase. You can only use it once per HtH 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 critical hits purposes if you use those additional charts.

Cathayan Longsword; 35+2D6 gc; Availability: Rare 11
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 attacks made using it. You can parry with this sword as normal.

Handgun; 35 gc; Availability: Rare ?
Treat the handgun exactly as a pistol, only with 24" range. So yes, you can move and shoot with it!

Brace of Handguns; 70 gc; Availability: Rare ?
You have to find both handguns separate and then stick them together to act as a brace. Works exactly like a brace of pistols, only the range is significantly higher.

Ogre skills

Been There, Learned That: the ogre may only take this skill once. 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 a fear-causing opponent had charged them. If failed, the model(s) will only hit enemy models (through combat or shooting) on a roll of a 6 next turn. One Ogre may only possess this skill at a time and that Ogre may only use this skill once per battle. Enemy models immune to fear don't have to test.

Bull's Charge: Can only used by an ogre having a belly plate. When charging, he can use this ability instead of his normal attacks. Make one attack at +1 to hit. If you hit then, the model is automatically 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.

master of arms= The Ogre learns how to use his size. He may now wield a Difficult to Use weapon and a hand weapon at the same time, but not two Difficult to Use weapons.

Gnoblars
lookout-gnoblar 20 gold crowns Availability: Rare 8 (Ogres only)
An Ogre with a Lookout-Gnoblar gains the skill Dodge from the Speed skill list.

sword-gnoblar 30 gold crowns Availability: Rare 10 (Ogres only)
An Ogre with a Sword-Gnoblar gains one extra Strength 2 attack in Close Combat, at the weapon skill of the owning model. This attack is made at the same time as the owning Hero’s attacks and must be directed at a model the Ogre has directed attacks toward.

charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
Why have the Gutplate disallow Heavy armor?
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Why have the Gutplate disallow Heavy armor?

Because its all about give and take in mordheim, ogres are already so hard to make fair because their stats are so good. In warhammer you can just increase their points, not in mordheim because they would cost so much you couldnt make a warband with your gold. Thats why all the ogre warbands I've seen dont feel right because they are full of ogre runts and younglings. Nobody wants that.

The stats and cost to give ogres and ogre captain are the hard part, give them normal ogre stats and they would cost so much you couldnt get your hero numbers up to make any money.

I think a Maneater Captain would have M  WS  BS  S  T  W  I  A  Ld  145gold!
                                                               6    4    3   4  4   3  2  2   8

Maneater M  WS  BS  S  T  W  I  A  Ld  95gold (that is a very very good and expensive hero)
                6    3     2   4  4  2   2  2   7

Powdereater M  WS  BS  S  T  W  I  A  Ld  110(can get shooty weapons)
                      6   3     3   4  4   2  2  2   7

Its so hard to make an ogre warband.


charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
I see, that makes sense.

Also, what is the typical "points value" a game of mordhiem is played at?


and why have a powdereater? why not just have Maneater captains, Maneaters, and then Gnoblars and Sabretusks..etc
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Don't know if you've seen these but...

http://cianty.ashtonsanders.com/btb/pdf/16%20Maneaters.pdf

http://www.ogrestronghold.com/downloads/Ogre_Warband.pdf
--Brother of Candycake and son of K--


My gnoblars, Einstein, Newton, Tesla and Faraday. Spot the theme!
Also, what is the typical "points value" a game of mordhiem is played at?

500 gold is the start of a warband.

I just put the Powdereater in because I just thought of it and I like the name and in mordheim everytning starts much the same, its down to you to make them cool heros, i.e a leadbelcher :)

Everyone likes abit of choice.
charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
Why have the Gutplate disallow Heavy armor?

Because its all about give and take in mordheim, ogres are already so hard to make fair because their stats are so good. In warhammer you can just increase their points, not in mordheim because they would cost so much you couldnt make a warband with your gold. Thats why all the ogre warbands I've seen dont feel right because they are full of ogre runts and younglings. Nobody wants that. - I agree fully with this ~ Throgut

The stats and cost to give ogres and ogre captain are the hard part, give them normal ogre stats and they would cost so much you couldnt get your hero numbers up to make any money.

I think a Maneater Captain would have M  WS  BS  S  T  W  I  A  Ld  145gold!
                                                               6    4    3   4  4   3  2  2   8

Maneater M  WS  BS  S  T  W  I  A  Ld  95gold (that is a very very good and expensive hero)
                6    3     2   4  4  2   2  2   7

Powdereater M  WS  BS  S  T  W  I  A  Ld  110(can get shooty weapons)
                      6   3     3   4  4   2  2  2   7

Its so hard to make an ogre warband.




This is why I think any ogre model in an ogre warband should be worth two normal models. This will create a 'limit'

IE if ogres are worth two models you could give 3 hero options and that would equal 6 heroes if you could afford 3 heroes.

Then set the warband limit to 12 or 15 then you shouldn't have many problems with a starting out warband etc.

Here are a couple of example rules, I would like to see used to offset the cost of the big boys in mordheim;

1. Count all hero ogres as 2 models, and all henchmen ogres as 2 models each. This also counts towards your warband total; E.g. 1x Maneater Captain, 2x Maneaters, & 1x ogre will count as 8 models, thus being a warband size of 8! This also counts for determining rout tests as well; Hero Ogres are also worth two standard heroes for exploration purposes(and if one gets taken out you lose a whole two dice!). All Ogre models count as having a warband rating of 20 each. So with the above example of a warband it would be a warband rating of 80.

2. Ogres have big stomachs. And need to eat much more than the average human. When selling you’re Wyrdstone (sending it home, and receiving gc to buy resources), count all hero ogres as 2 models, and all henchmen ogres as 2 models each. - I think this rule could be mixed into the first rule.




I'll grind yer bones to make meh bread!!

Ogre Achievements: 18/101 : Latest: Still loving it!
Games played: 8th/OK: 2/2/1

Latest Game: Ogre Kingdoms & Ogre Kingdoms vs. Dwarfs & High Elves - 1500 points/ Team battle - win
The problem with setting the warband rating for each Ogre at 20 is you can very easily be handing out underdog bonuses in the very first battle, once the warband rating has been adjusted for experience.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
Ogres getting only half experience (because slapping small creature around is what they do all day anyway)
Sounded like a good option from a list i read.
Also ogres need to feed so most of the gold you get should be used to buy food.
Painting 120 gnoblars in 24 hours.You better believe it
The problem with setting the warband rating for each Ogre at 20 is you can very easily be handing out underdog bonuses in the very first battle, once the warband rating has been adjusted for experience.

I agree with this, actually this was one of the things that didn't sit right when was drafting up a warband list.

Ogres getting only half experience (because slapping small creature around is what they do all day anyway)
Sounded like a good option from a list i read. - This one I like as well and should stay imo ~ Thorgut.
Also ogres need to feed so most of the gold you get should be used to buy food.

This is why I wanted to try the ogre models themselves to count as 2 or maybe 3 man models each.
That way this will use up a lot more wyrd stone (which will seem like the ogres eat more than a simple thinling) etc also makes a warband of 5 ogres 10 - 15 models, which ever way you look at it.

EDIT: We could just use the normal warband rating rules if we make the ogres worth 2-3 men it should workout.
I'll grind yer bones to make meh bread!!

Ogre Achievements: 18/101 : Latest: Still loving it!
Games played: 8th/OK: 2/2/1

Latest Game: Ogre Kingdoms & Ogre Kingdoms vs. Dwarfs & High Elves - 1500 points/ Team battle - win
One could balance it out by making non-heroic Gnoblars count as 0 for upkeep... after all, they get paid in 'remaining uneaten', not any share of the loot!  That way, a lone Ogre (counts as 3) could lead a cloud of gnoblars and still be in the lowest upkeep category!
I don't know enough about the game to add much to the discussion but I did post a shout out on the Bellower blog for those interested in this project to get involved!
http://bellower.blogspot.com/2011/12/guts-of-legend-building-better-mordheim.html

After playtesting is complete, and we have a "final list", I would like to lay it out as a pdf that will be downloadable from the Stronghold and also posted on the blog.

/carryon
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
One could balance it out by making non-heroic Gnoblars count as 0 for upkeep... after all, they get paid in 'remaining uneaten', not any share of the loot!  That way, a lone Ogre (counts as 3) could lead a cloud of gnoblars and still be in the lowest upkeep category!

I like this seems very fluffy game wise, and you can still add a limit to how many you can have in a list at a time.
Say 3 per Ogre?
I'll grind yer bones to make meh bread!!

Ogre Achievements: 18/101 : Latest: Still loving it!
Games played: 8th/OK: 2/2/1

Latest Game: Ogre Kingdoms & Ogre Kingdoms vs. Dwarfs & High Elves - 1500 points/ Team battle - win
Make them count for 0 for some purposes, but actually 'count' towards maximum model count.... aren't skaven Giant-Rats the same way?
OK I understand what you mean now Naanomi, that sounds much better.

What will we do about max stats? The biggest issue I have heard from a lot of people is that what happens in a campaign etc. We may have to either lower the max stats for the heroes bar the Maneater Captain, OR make it so there is a max limit on ogres in the list.
I'll grind yer bones to make meh bread!!

Ogre Achievements: 18/101 : Latest: Still loving it!
Games played: 8th/OK: 2/2/1

Latest Game: Ogre Kingdoms & Ogre Kingdoms vs. Dwarfs & High Elves - 1500 points/ Team battle - win
Hmmm, I think a max limit on ogres would be better then lowering the max stats. It wouldn't make much sense for an ogre in a non-ogre warband to have better stats then an ogre in an ogre warband.

Maybe limit ogre warbands to 5 heroes not counting the leader. so 5 Maneaters led by a Maneater Captain would be the theoretical max, so 7 ogre total. Henchmen level ogres could have a 10 model limit.

As far as experience, how would this sound. If you are at your max hero allowance(5+captain) and a henchmen level ogre qualifies for Hero status by rolling "the lad's got talent" you can either roll again as normal or you can specially mark the model that got the hero upgrade and keep track. He isn't a hero, yet. if one of your heroes is killed off this ogre can immediatly get promoted without having to roll up this result again, as a bonus he can loot all the equipment the hero he is replacing was armed with in addition to rolling on the relevent experience tables.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I understand the intent but the mechanics seem a bit complicated with that grey templar. Perhaps it just wasn't that ogre's time yet?
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
its rough, but food for thought nonetheless.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I wa wondering for an equipment option could we add the good ol' lucky Gnoblar option and an idea of mine. A Tag Along Gnoblar any Ogre with a gnoblar attached to his base would gain an extra attack due to the small git kicking the foe in the goolies while the Ogre wails on 'em!

Tag Along Gnoblar
Price Free (if attached to unit's model base.)
+1 attack

Lucky Gnoblar
Price: (Free same as above)
reroll one wound or attack roll made against you once per game


And as a side note I think because of the power of an individual ogre I think the number in a war band should be 3 to 4. And keep the 3 wound stat.
8th edition Win/loss/tie ratio: 6/1/1

First we beat 'em. Then we eat ’em.
I figure the best way to have an ogre warband feel balanced against the rest is to restrict the number of ogres.

I like the rule about each ogre counts as two for, in effect, all purposes. Requires twice as many kills to gain exp, gives double exp to anyone who puts them out of action, count each surviving ogre as two units for the purpose of finding/selling wyrdstone etc. This would allow them to feel like ogres but not overpower the other forces. Does also have the side effect of a bad injury roll hurts ogres more than other warbands, but gotta give something up.

Using standard 5/15 makeup, would mean 7.5 ogres, 2.5 of them heroes. I suppose we could use the skaven template of 7/20 (but I've always found that to grows a bit unfairly). For some reason, 6 ogres (at 2x per) and 3 gnoblars/other troops similar seems to fit the size I'd suspect for an ogre warband. 7 ogres and a chaff unit seems kinda silly to me.


I also had the idea that the lucky gnoblar actually be the gnoblar hero unit. Any gnoblar who lives a long time in Mordheim is lucky indeed :) further means that a Lads got Talent roll on an Ogre could actually mean favorite gnoblar has talent, not the ogre.
So something to the following effect

Ogre Warbands may not include more then 6 ogres and may not have more Ogres then all their henchmen combined, except in the case of casualities sustained during a campaign.

Heroes

1 Maneater Captain: ??? gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain is armed with an Ogre Club and wears a gutplate. He may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs ??? gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---2---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater is armed with an Ogre Club and wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

Henchmen
(bought in groups of 1-10)

Gnoblars: ??? Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: Gnoblars are prone to infighting over the silliest of things. At the start of each turn, every Gnoblar that is within 6" of another Gnoblar that is not Stunned or Knocked Down must take a Ld test to see if it picks a fight. if the test if failed then it immediatly picks a fight with the closest Gnoblar, neither Gnoblar may perform any actions this turn as they squabble in the dirt or hurl insults at each other although they will act as normal if attacked in CC. Gnoblars that are within 6" of fighting gnoblars must still test to see if they join the squabble. However, if there is an Ogre within 12" and LoS then the Gnoblars automatically pass this test.

Sabretusks: ??? Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--2--4--3--5

Weapons/armor: None

Special Rules: Fear


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model)


Scavanged Pistol
Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable(The pistol will misfire on the roll of a 1 or 2 instead of just a 1)


Unsure about the pricing of everything.

Bicker seems a little complicated, but I think its a good mechanic.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Hm, Statlines feel okay, but I'm not sure having that much of our actual bulk in the heroes category will play well. I always thought of it as Heroes have huge potential, henchmen just don't have that much potential. We could make the ogre henchmen only get killed on a roll of 1 if taken out of action to make them a bit more durable.

It also feels like it lacks the variation the other warbands have via the henchmen. I'm not sure what to call the other hero unit, maybe a hunter? Maneater lieutenant? Then move the rest of the maneaters to henchmen and flavor them based off the various other warbands/ogre army units? I'll come up with some numbers soonish but currently just thinking of ways to have the unit 'feel' okay to me.

What exactly are we thinking you can start with using the standard 500 gold buy? 3 ogres and some other stuff?

I like bicker, but maybe simplify it to only affect one unit at a time for easier execution, potentially non fluffy example.

Lazy: Gnoblars are lazy creatures, left to their own devices. At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off. If the test if failed then it immediately sits down and avoids any , though they will act as normal if attacked in CC. Gnoblars that are within 6" of lazy gnoblars take this test at a -1 per slacking gnoblar. However, if there is an Ogre within 6" even without LOS the gnoblar uses that ogres leadership value (or its own, if it is for some reason higher)
I feel like the only way to keep our bulky feel is to make all ogres be heroes.

I do feel like we need more variation in Henchmen. Maybe have Gnoblar trappers be a seperate option. Halflings could work too.

500 gold, 3 ogres and a whole mess of Gnobbos/sabretusks sounds about right to me.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
So here is something to start off with. I can try and get a play test game or 2 in on Monday with the following.


Ogre Warband

Ogre Warbands may not include more then 6 ogres and may not have more Ogres then all their henchmen combined, except in the case of casualities sustained during a campaign.

Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain is armed with an Ogre Club and wears a gutplate. He may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---2---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater is armed with an Ogre Club and wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

Henchmen
(bought in groups of 1-10)

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--2--4--3--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
**Traps(Trappers only): 20 pts

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
*Scavanged Pistol: 10 gold(only one allowed per model)

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold

*Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

**Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 5 markers on the table anywhere outside of the opposing warbands deployment zone. 2 markers are traps, the other 3 are perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of the marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.


Ogre Wargear Table

Hand-to-hand Weapons
2nd Ogre Club: 10 gold
Ogre blade(sword): 10 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace)
Harpoon Launcher: 30 gold
Chaintrap: 25 gold

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold


Wargear descriptions

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I say go for it! No way of knowing until we give it a go. The theme of it seems right on and we can always tweak some rules and point values.
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
I must say the sabretusks looks extremly underpriced I would say fifty or so points would be more reasonable. If not more.
Yeah, I had a sneaky feeling they were too cheap. They could kill a Skaven Assassin outright on the charge(assuming no nasty things the skaven was armed with)
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
First of all, great initative gentlemen!
I've been playing hundreds of Mordheim battles the last nine years, and tried almost every warband I can find.
I really want some funtcioning rules for our beloved ogres, and hope I contribute a little.

Great suggestions Grey templar, all the options you've made should be included. But don't you thing it would be kind of bland with only two different hero choices? I for one love options in my warbands, very different heroes with different gear and background.

A wizard adds a lot to a list, both in terms of flexibility and character. But having two different characters with their own lore is probaby too much.
A solution could be having a Butcher with a Maw lore, and having the Firebelly as a hero with flaming attacks/ one use breath weapon, but not being a caster himself. (or having just one fireball spell)

Splitting up the maneaters into different kinds of maneaters would also help to differentiate.
Almost every warband out there has some kind of "lesser" hero option.
Maneater initiates could be an option. Ogres who have recently joined this warband and have't really "been there, done that" yet.

Your normal maneaters do seem a little light in the weapons skill department. Human marksmen have WS 3, and Maneaters are supposed to have already travelled around the world fighting.
They should be at least WS 3 (the ogre bodyguard has WS and I 3) and the Captain 4/5, as human leaders have 4.

My suggestion would be to up the WS and I of the Captain by one. Now he's an Ogre bodyguard with 1 better WS, BS and LD.

If we compare him to a Vampire, who costs 110 gold.

             Captain                                           Vamp
M-WS-BS--S--T--W--I--A--Ld         M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8           6---4---4--4--4--2--5--2--8

Now the vampire is also immune to psychology/poison and treats stunned as knocked down.
How about adding immune to psychology (or at least fear) to the Captain also, to represent him having faced ll kinds of horrors around the world.

Doesn't 125 poins seem as a fair price for this?

Maneates could be WS 3, Novices/initiates (better name) could be WS 2 to represent they're at the start of their training. Normal MEs (ie. the veterans) could also have access to more exotic wargear list than the new-bloods.

I must say I'm thrilled about this  :D Me and my mates are starting up a campaign next week, I will test it out and hopefully get some more insight.
A Hunter should also get a mention. He should be bought to enable Sabretusks, as in the Fluff they are the only ones doing this, IIRC.

Having skills(or rules) representing where/how the maneaters have fought could also be viable.
Good suggestions.

I would like Variety myself, but its kinda hard to trim down a Butcher or even a regular ogre and still have them be sufficiently Ogre-like. Otherwise we end up being like all those other ogre lists full of tons of immature/underpowered ogres running around.

I am not sure if a Hunter is a good inclusion, mostly because I think they are focused on hunting big game and there isn't as much big game as there is in the Mountains of Mourn.

How about the following revisions?


Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogres then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain is armed with an Ogre Club and wears a gutplate. He may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater is armed with an Ogre Club and wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: a Butcher has an Ogre Club and a variety of meat cleavers(+1A) and may choose weapons and wargear from the Ogre Wargear table as well as Butcher only items.

Special Rules: Fear, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

Henchmen
(bought in groups of 1-10)

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--2--4--3--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
**Traps(Trappers only): 20 pts

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
*Scavanged Pistol: 10 gold(only one allowed per model)

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold

*Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

**Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 5 markers on the table anywhere outside of the opposing warbands deployment zone. 2 markers are traps, the other 3 are perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of the marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.


Ogre Wargear Table

Hand-to-hand Weapons
2nd Ogre Club: 10 gold
Ogre blade(sword): 10 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace)
Harpoon Launcher: 30 gold
Chaintrap: 25 gold

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold


Wargear descriptions

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 10
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 10
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ save that may be taken against any wounds suffered by the model this turn. this save will stack with armor.

6: Braingobbler: Difficulty 8
This spell targets all enemy models within 12", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.




I need some help with butcher specific equipment. Things that make casting easier and stuff. and more equipment would be nice. it's someone elses turn.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
A Firebelly might work better, fluffwise, than a butcher. A meteor feels like it'd summon more firebellies than butchers. Firebellies are also not tied to a clan, which helps explains why they're here. (I could be wrong on my fluff, I'm not sitting by my 8th ed  rulebook at the moment). Could use fire spells from the skaven list and human warlock list for guidance. Maybe give them a buff/debuff for some variety.


I was idlely musing on ways to give variety in our ogre heroes, I've got the following:

1) baby/newbie ogres. I don't mind a few newbies with cripplingly low weapon skill, maybe one attack, but I think we're all agreed that this is not a good way to get our feel for ogres. More than one or two just channels the other warbands we're trying to avoid.
2) Gear restrictions. Let some ogres channel ironguts, bulls, leadbelchers or hunters. Might work best. slightly tweak skills to support it. I think if we really restrict the amount of gear each ogre has this could work. Of course, we could also just make the gear make the ogre...
3) In an effort to come up with a better way than saying 'every ogre is 2', I thought of the idea of requiring ogres to have a lucky gnoblar. These gnoblars could do a variety of things: shield gnoblars, sword gnoblars, reloading gnoblars, suicidal extra wound gnoblars, etc etc. An ogre without a gnoblar won't enter the fight. I kinda like it, but its kinda hard to line up fluffwise (why would an ogre be afraid to enter mordheim without a lucky gnoblar) and weird to balance. I dunno, its an idea.


Hope you can get a few test runs in tomorrow Grey Templar :)
Good job Grey Templar! I'm making the warband as I type.

I will be adjusting some of the prices for gear.
I see now that the Ogre club is very good for it's price. I suggest that Ogres shouldn't start with it by default (very few warband entries have starting gear). And it is very cheap for what it does. I feel 20-30 gold is more appropriate.

The sabretusk is also in need of some upping. A Dire wolf costs 50 gold but is worse in almost every way, with T3, I2, 1A (2 on the charge) though it has some rues to compensate.
Still I'd say the Sabre should cost around 65 gold.

The traps are also a little OP for their cost (and a little complicated). How about integrating the cost in the Trapper and giving him these rules? (Bergjaeger rules from the official Averlander warband)

Set Traps: Bergjaeger are expert trappers and hunters and these skills can be put to great use in the ruins of Mordheim. A Bergjaeger may set a trap if he spends a turn doing nothing else (he may not set traps if he’s just recovered from being Knocked Down). Place a marker in base contact with the Bergjaeger. When a model, friend or foe, moves within 2" of the marker he risks setting off the trap – roll a D6. On a score of 3+ he has triggered the trap and suffers a S4 hit (note that the Bergjaeger won’t trigger his own traps). If the trap did not wound the model or it didn’t trigger, the ‘victim’ may finish his move otherwise he is placed knocked Down or Stunned 2" from the marker. Regardless whether the trap was triggered or not, the marker is removed.

@Emergency rations : I can find more that fluffy reasons for having both a Fb and a butcher in the warband.
FBs being wanderous fellows and not attached to a tribe as you said.
The Butcher on the hears about senses a giant magical meteor smashing down and wiping out a city. Almost like a lesser version of some other Ogre god we've been hearing lots about ;)
 So it can be a religious pilgramage either to pay homage to this "child of the Maw" or to investigate just what this upstart littel "god" is.   
Or the butcher knows a thing or two about magic, and wants to investigate how to consume and/ore use wyrdstone in his gastromancy.

Fluffwise I'm fine with either one, but I do think that a Butcher embodies perfectly what the Ogres are all about, and will simply give the Warband a more "Ogre feel".
The Firebelly would make an aesome merc though :)
Some more gear for the Ogres, Claimed Gnoblars.
They're puchased and treated as normal equipment.
an ogre may own up to two Claimed gnoblars

Look-out Gnoblar : 25 gold.
Availability: Rare 8 An Ogre with a Lookout-Gnoblar gains the skill Dodge
from the Speed skill list.

Luck-Gnoblar:
 30 gold
Availability: Rare 9  an Ogre with a Luck-Gnoblar may re-roll one dice during the battle. Remember you may never re-roll a re-roll.

Sword-Gnoblar : 30 gold.

Availability: Rare 10
 An Ogre with a Sword)Gnoblar gains one extra Strength 2 attack in Close Combat, at the weapon skill of the owning model. This attack is made at the same time as the owning Hero’s attacks and must be directed at a model the Ogre has directed attacks toward. The opponent’s attention is on the Ogre!

Tooth-Gnoblar (Butcher only) : 45 gold. Availability: Rare 10.
 A butcher with a tooth-gnoblar adds 1+ when casting spells. Alternatively the Gboblar can be used as an ingredient, adding 4+ to a single roll. Must be removed from the equipment list if used in this way.

The three first are from a pre-existing warband (only cost modified).
How do they look?

Got a few revisions in here.

Lowered Sabretusk's Statline down by 1 wound and 1 attack and kept it at 50 gold.

Took away Ogre Clubs as basic wargear. Increase cost to 15 gold. Ogre Blade also went to 15 gold.

Added Spriten's Claimed Gnoblars with some minor revisions, changed name to Pet Gnoblars.

Added Ogre Young-gut as a weak hero choice.



Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogres then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, nearly impossable for Ogres to use and must be custom built to fit their massive frames and hands. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.


Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain wears a gutplate. He may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Fear,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table as well as Butcher only items.

Special Rules: Fear, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Ogre Young-guts: Costs 50 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully


Henchmen
(bought in groups of 1-10)

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 30 gold Rare 10
Chaintrap: 25 gold Rare 8

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 25 gold. Availability: Rare 8
Luck-Gnoblar: 30 gold  Availability: Rare 10 
Sword-Gnoblar : 30 gold. Availability: Rare 8
Tooth-Gnoblar (Butcher only): 45 gold. Availability: Rare 10.

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.

Tooth-Gnoblar: Each Tooth-gnoblar lowers the casting difficulty of spells by one. Alternativly, the Butcher may use the Gnoblar as an ingrediant and lower the casting value of a spell by 4. This kills the Tooth-gnoblar, remove it from your wargear list.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 10
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 10
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 8
This spell targets all enemy models within 12", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Now this is starting to look like a warband!  8) You really deserve more than this single pet gnoblar :)

All that is needed now are some skills. Some of these are decent, but we need some Butcher specific skills too.
 http://cianty.ashtonsanders.com/btb/pdf/16%20Maneaters.pdf



An as Reg06 suggested in the OP, some mechanic to show of the "Been there" rules.

I suggest being able to buy them when you hire the Maneater (or course only the MEs and Captain can get these). Just like when you buy possessed from the Cult of the Possessed.
These rules could either be based on those in our army book, or even more fluffy, based on where the fought and who they fought for.

The "Skills" they buy could both be skills and stat changes.
Example: Chaos Ogre
Having been fighting fighting in the Chaos wastes and eating spawn for dinner could overwhelm even the Ogres resistance to magic. The Maneater may puchase a single mutation from the Mutations list in the core rulebook for the mentioned cost.

Elven blademaster : The maneater has witnessed the skill and speed of the elves over several years, maybe even getting a lesson or two from his paymasters. The Maneater gains 1+WS and 1+I

Any other suggestions on how to include or improve this mechanic?
Are we still using the idea of a 6 ogre restriction? Otherwise we've got 9 ogres which is feeling... large.

Maybe move the young-guts to henchmen with the following rules:
Tough A Young-gut is only killed after being taken out of action on a roll of a 1.
Off to see the World If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to a maneater and sit the new hero out for 2 fights. When the Maneater returns, he may choose any one skill from the Been there, Done That table



How about we model Been There, Done that off the mutations for the possessed? cost a certain amount, get a few random perks, but can't be changed once after creation. I have no ideas for costs, but throwing down some basic ideas for now.  I'm trying to make them a little weaker than their counterparts, but we can buff em back to full strength (List incomplete, currently kinda short on time)

Been There, Done That

Ogres who have taken to calling themselves Maneaters have had multiple careers as bodyguards and picked up a variety of skills while being paid well to do so. Maneaters and Maneater Captains can pick up to two of the following histories on creation. These skills cannot be changed after they are chosen.

Reikland Mercenaries Having watched the leadership in the Reikland Mercenaries, the Ogre gains a better grasp of leadership. The Maneater's leadership range increases to 9''
Middenheim Mercenaries Sparring with the notoriously tough Middenheims gave the Ogre a better command of his weapon. Maneater gains +1 base Weapon Skill (hate this one, any ideas?)
Marienburg Mercenaries The Ogre has gained some contacts in the merchant world, and acquired extra wealth during his time with the Marienburg Mercenaries. The Maneater starts with a pet gnoblar. When searching for rare items, roll a d6: on a 4+ you may add +1 bonus
The Possessed The Maneater ate one of the remains of a possessed, while this probably wasn't the brightest move ever, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list, paying an extra 25 gold for it.
Witch Hunters The Ogre refused to have a bunch of pitifully small maneaters run in where he feared to tread. The Maneater is immune to terror.
Sister of Sigmar The Maneater found something resembling faith while serving the pious sisters. The Maneater may choose one skill from the Sisters of Sigmar special skill list.
Skaven Skaven do not hire ogres. No Ogre has the 'Skaven' background



Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogres then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, nearly impossable for Ogres to use and must be custom built to fit their massive frames and hands. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.


Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain wears a gutplate. He may choose weapons and armor from the Ogre Wargear table. He may also choose 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater wears a gutplate. he may choose weapons and armor from the Ogre Wargear table. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table as well as Butcher only items.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.


Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large Target,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may choose any one skill from the Been there, Done That table worth up to


Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 30 gold Rare 10
Chaintrap: 25 gold Rare 8

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 25 gold. Availability: Rare 8
Luck-Gnoblar: 30 gold  Availability: Rare 10 
Sword-Gnoblar : 30 gold. Availability: Rare 8
Tooth-Gnoblar (Butcher only): 45 gold. Availability: Rare 10.

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.

Tooth-Gnoblar: Each Tooth-gnoblar lowers the casting difficulty of spells by one. Alternativly, the Butcher may use the Gnoblar as an ingrediant and lower the casting value of a spell by 4. This kills the Tooth-gnoblar, remove it from your wargear list.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 10
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 10
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 8
This spell targets all enemy models within 12", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide and have fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just a fist.

Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I'm going to put a shout out on Dakkadakka for some more Playtesters and see if we can get some more gamers trying it out.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I'm liking that table very much :)
The witch Hunter one is a little shaky though. I can't find any rules regarding terror in Mordheim.
Just giving him immune to psychology would be better.

Og and Grey Templar, can you add "large" to the ogre rules?
Or just call it Huge! or Huuuge and combine both fear and large target under the same rule. (saw this done in another Ogre Warband)
yeah, coffee hadn't kicked in when I wrote about terror. Read 'nothing inspires terror in them' in the flagellant's entry and thought terror existed in mordheim's rules.

ITP works or can have them automatically pass one leadership test per combat to channel that entry.
Done
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Nice :)

I must say I do like the spells (every one of them) but some have a high difficuly value.

If we look at bloodgruel and compare it to the Healing hand spell from the Prayers of Sigmar, something's off.
Healing hand is Dif5 and restores a model to full wounds AND lets every friendly model within 2" stand up.
Bloodgruel does have longer range though, so I'd say 5 is a fitting value.

Priests of Sigmar can get 2+strength and inflict double wounds at Dif7, Skaven can give 2+A and 1+S at Dif8.
I don't think that Bullgorger should be more than 6 at most.

Braingobbler on the other hand seems a little to good. With 12" range it can can cause tests on extremely many models. And against such warbands as skaven it would be game changing.
I suggest limiting that bubble to 6 inches. 12" can cover an entire warband easily.

Changed spell difficulty levels and added a BT/DT skill.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.


Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain wears a gutplate. He may choose weapons and armor from the Ogre Wargear table. He may also choose 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater wears a gutplate. he may choose weapons and armor from the Ogre Wargear table. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table as well as Butcher only items. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.


Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large Target,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may choose any one skill from the Been there, Done That table.

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 30 gold Rare 10
Chaintrap: 25 gold Rare 8

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 25 gold. Availability: Rare 8
Luck-Gnoblar: 30 gold  Availability: Rare 10 
Sword-Gnoblar : 30 gold. Availability: Rare 8
Tooth-Gnoblar (Butcher only): 45 gold. Availability: Rare 10.

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.

Tooth-Gnoblar: Each Tooth-gnoblar lowers the casting difficulty of spells by one. Alternativly, the Butcher may use the Gnoblar as an ingrediant and lower the casting value of a spell by 4, if by doing this the casting difficulty is brought below 2 the spell is automatically cast. This kills the Tooth-gnoblar, remove it from your wargear list.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 6
Range: 6"; The target model gains +1str, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 6
Range 6"; The target model gains +1toughness, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 6
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 8
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, have fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just a fist.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Got our Ogre Skill table and maximum statline added.

I think we are almost done, anything that needs to be added to make it fully functional?

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 125 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--2--3--8

Weapons/armor: a Maneater Captain wears a gutplate. He may choose weapons and armor from the Ogre Wargear table. He may also choose 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: an Ogre Maneater wears a gutplate. he may choose weapons and armor from the Ogre Wargear table. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--2--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table as well as Butcher only items. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.


Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut wears a gutplate. he may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large Target,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may choose any one skill from the Been there, Done That table.

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 30 gold Rare 10
Chaintrap: 25 gold Rare 8

Armor
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 25 gold. Availability: Rare 8
Luck-Gnoblar: 30 gold  Availability: Rare 10 
Sword-Gnoblar : 30 gold. Availability: Rare 8
Tooth-Gnoblar (Butcher only): 45 gold. Availability: Rare 10.

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Multiple Wounds(D3), Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str5; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.

Tooth-Gnoblar: Each Tooth-gnoblar lowers the casting difficulty of spells by one. Alternativly, the Butcher may use the Gnoblar as an ingrediant and lower the casting value of a spell by 4, if by doing this the casting difficulty is brought below 2 the spell is automatically cast. This kills the Tooth-gnoblar, remove it from your wargear list.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 6
Range: 6"; The target model gains +1str, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 6
Range 6"; The target model gains +1toughness, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 6
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 8
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, have fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed
Maneater Captain______X__________X_________X_________X________X
Ogre Maneater________X__________X___________________X________X
Ogre Butcher_________X__________X_________X_________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres with access to them are restricted to a single Academic and a single Speed skill each.


Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Nice work, again :)
I've already had two battles with this warband. Currently I'm counting every ogre as two when paying bills. This makes income low, but these guys are incredible in combat, and can become beasts. Combine this with very few heroes (due to cost) it can become very challanging if you lose people.
(Luckily I won both matches, but I'm still struggling with money.

What bothers me the most is I2. Even with hook and rope (in the last match) I only managed to climb once.
Initiative is extremely important and I suggest that Maneaters get a boost in the I department. (maybe increasing their cost by 5)

The only thing that is really needed are som ogre specific skills.
I like these, but we need about six.

bellowing roar
An Ogre leader expects challenges to his authority.
One of the best ways to suppress a mutineer in the
ranks is to give his ear drums a good pounding. This
skill may only be taken by the warband leader,
allowing him to re)roll the first failed Rout test.

master of arms
The Ogre learns how to use his size. He may now
wield a Difficult to Use/two handed weapons and a hand weapon at
the same time, but not two Difficult to Use weapons.

Gastronomical apptitue
After decades of eating food that could lay low an Irongut,
the butcher can handle anything from trollguts to the heart
of a chaos spawn.
The Butcher may re-roll a single dice when casting a spell,
but takes a S3 hit to represent the Butcer pushing his limits.
He cannot be taken out of action from such a test but can be
knocked down or stunned as normal.


bull charge
Ogres learn to use their vast bulk in a charge,
trampling the enemy to the ground. When charging,
an Ogre with this skill may attempt a single attack with
a +1 ‘to hit’ modifier rather than making his normal
attacks. If successful the enemy model is automatically
knocked down.

alternatively the bull charge could generate a single "impact hit" with 1+ to hit that cannot be parried, and if  the worst result you can get is knocked down. Thoughts on this one or more suggestions?

The gutplate is too strong. The ogres are already going to be very tough to kill- they don't need free, stackable armor and a one-off ward save. Consider that that your captain can start out T4 W3 with a 3+ armor save. Because armor is normally so terrible in Mordheim no one takes axes, and few people take two-handers. Flails and halberds are more common, but they won't cut through that.
Each and every time I would start my captain with heavy armor, helmet, ironfist, and a Cathayan longsword. 3 WS5 S4 attacks with ASF, +1 WS4 S4 attack, and T4 W3 with a 3+ save a 5+ ward vs the first attack, and a helmet. He's not going down to anything, and he will chew up Possessed.

The guplate works, but as rare equipment they don't start with for free.

The look-out-gnoblar is either too strong, or too cheap and easy to find.

Multiple Wounds is too strong on the Harpoon Launcher. Having a second wound is both rare, and very good in Mordheim, and this is too cheap for the d3 wounds. Consider that none of these ogres are actually hunters, so it is reasonable to assume they don't have a real harpoon launcher, but a hand-me-down one. It also might be too cheap, but I'd have to look at other weapons.

I'd lower the STR of the chaintrap to 4. A thrown weapon that wounds on '2' is crazy strong.

Bullgorger and Toothcracker have no duration.

The tooth-gnoblar is unnecessary. Without the ability to dispel the ogre spells don't need to be extremely easy to cast. Indeed, they are already pretty darn easy.

In terms of the BTDT skills, have you checked out the one-off battle rules? I don't have my rulebook at the moment so I can't. But they seem cheap. Also remember that other warbands don't have the ability to purchase skills during a campaign, so that ability should cost more than the one-off cost for skills.
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
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Alright, it just seemed a little unfair to give ogres no equipment at all and have them cost an arm and a leg.

I'll make the Gutplate a Rare 8 item and cost 30 gold and drop the cost of the maneater captain by 10 points.

Changing chaintrap and harpoon launcher. BTDT skills will only be able to be purchased at the time an ogre joins the warband, he can't get additional ones as the campaign goes on.

upped the difficulty of the spells and deleted the Toothgnoblar.

I like those skills Spriten, I will add a seperate Ogre skill set in addition to combat/shooting/academic...

I'll give Maneaters I3, but the Young-guts will stay at 2.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also choose 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also choose one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.


Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may choose any one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


Gnoblar Trapper: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X________X________X
Ogre Maneater________X__________X___________________X________X________X
Ogre Butcher_________X__________X___________________X_________________X

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres with access to them are restricted to a single Academic and a single Speed skill each.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.



Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Good job but I have to put my two sence in.......

I think the starting maneater numbers should be 0-3 not 0-5 because 99% of the other warbands can only have 5 heros, thats the point of the "lads got talent" roll on the henchmen upgrade list.

Gnoblar Trappers should be 0-4 or something because have half your warband deployed as scouts is to good.

I dont think butchers should have access to shotting skills (why would they) and no ogre should get speed skills. Fluff wise none of the speed skills seem right for an ogre to have.

Apart from those little things it looks good. I'd use it and I dont think I'd get many complants.

Nice one  :D
charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
Well, the Butcher in the case of the Warband is a normal Maneater that has been blessed by the Maw and can practice Gastromancy.

The 0-5 is both a campaign and a starting limit. Combining it with not being allowed more heroes then Henchmen to start out with and the massive cost of the Heroes means you realistically arn't going to have more then 3 ogres(including the captain) in a new warband. the rest will be spent on Gnoblars.

The cost of the trappers seems prohibitive enough to where it would be difficult to keep the requirement of less Heroes then Henchmen and still go all trappers except with large warbands.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
The cost of the trappers seems prohibitive enough to where it would be difficult to keep the requirement of less Heroes then Henchmen and still go all trappers except with large warbands.

All the other better than bassic henchmen are capped. The way it is now I dont see anyone taking normal gnoblars.
If you get to far away from how all the other warbands work, thats when people start saying its unfair. Same goes for the amount of skills the ogres can take.
charge as fast as you can for as long as you can and dont stop for any reason

Ogre Achievements: 35/101
ok, that makes sense. I'll put caps on Trappers and Sabretusks.

I'll limit all ogres to a maximum of 5 skills(not counting BTDT) to counter their access to more the average. Still have the ability to customise each individual Maneater, but still be balanced.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.


Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 10 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--5

Wargear/armor: Gnoblars are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars. Gnoblars also do not become Heroes, reroll all "The Lad's got Talent" results.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--2--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with daggers and a cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.


Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I've got a friend lined up to run some test runs on Thursday - I'll run against some new warband and then see how it fares against his older dwarf warband

Was trying various combos on starting it up, I think I've got a basic starting squad of a Captain, Butcher, young gut, and 3 sling gnoblars. Seems to be the only real way to have them actually have equipment...

Are there any particular things we want to make sure I test? Things to be concerned of etc etc? I'll post some basic summaries and how everything works out.
Well it would be good to try all models out together. Maybe do a 1000 gold piece battle to one off test the power level. Have a butcher, a couple of Sabretusks, variety of Gnoblars, young-guts, Captain, and a couple of Maneaters.

Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Thanks to all who have done work on this so far.  The game shop I recently joined seems to run a league in the summer time and being that its Ogres or bust for me in the WHF world, this is extra appreciated.  :D

A couple of things however.

1. I think the gut plate being an armour upgrade is very unfluffy.  Every model but a Butcher has one in WHF for a reason.  I have no problem with a hardned gutplate or something but just a gut plate as a armour upgrade is quite unfluffy.

2. I have never played Mordheim before so this is from the outside looking in, but I have played ALOT of Blood Bowl both tabletop and online.  With that in mind I think in regards to Grey's Templar's idead of playing with a 1000gc to start out with opposed to 500gc changes the game COMPLETELY.  One of the main team balance factors is building your initial team with a million gold.  If you were to up that to 5 million, I can tell you that the teams with the cheaper players to hire would have no chance against the teams with high price players to hire.  For any of you who play Blood Bowl you know what I mean. 

All of that to say I think encouraging play testing with different starting warbands will be encouraged, but simply uping the starting gc won't really tell you what the Ogre's vs the field would be like.  It would still tell you however what an individual unit would be up against another.  But if that is all you are looking to do.  Just roll some dice and take notes.  :)

3. Reg06 said earlier in the thread that no one takes axes due to armor being so terrible in Mordheim.  Why is armor viewed this way or why is this the case?  From reading the rules it seems armor is flipping hugely important especially if you have a 1 wound model.  Its the difference in him being on the field or not if he's already on the ground.  Again I have never played the game myself but rolling heavy armor and an ironfist on all my Ogre's is currently the standard in my mind.
Ogre achievements: 20/101

Newest: 6. look what I can do! 11. Boom! Hur, Hur, Hur 39. Oops!

http://www.ogrestronghold.com/forum/index.php?topic=20741.msg313857#msg313857


1000 gold is just for testing purposes if you can't start a new campaign and work your way up to a full sized warband with all the model options present.

The thing works fine at 500 gold to start with as normal. Its just so you can get the feel of how powerful a warband would be once a campaign got going with new warriors getting added with more wargear options etc...

Starting a campaign with 1000 gold would be silly :P
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Ok I gotcha. That makes more sense.  I assume you'd throw in some skill ups as well then?  Cuz (bringing this back to Blood Bowl) that would be an important part of seeing them vs the field as well.

Also again haven't played the game myself and maybe relating to Blood Bowl is worthless in reality.  Just after reading over the rules I see alot of simularities in the two.  Though the mechanics are completely different.
Ogre achievements: 20/101

Newest: 6. look what I can do! 11. Boom! Hur, Hur, Hur 39. Oops!

http://www.ogrestronghold.com/forum/index.php?topic=20741.msg313857#msg313857


you would have to purchase the skills, but that would require some judgement calls as to the point value of the different skills.

maybe just hand out some experience points to be used before the battle.

I won't put up costs for that as it would only apply to the testing and not be used in actual games.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Well I certainly volunteer myself for the role of guinea pig if the league manager allows it.  That won't be till this summer though.....
Ogre achievements: 20/101

Newest: 6. look what I can do! 11. Boom! Hur, Hur, Hur 39. Oops!

http://www.ogrestronghold.com/forum/index.php?topic=20741.msg313857#msg313857


My games got delayed a day and didn't have as many opponents as I wanted, but ran the ogre warband out a few times, initial thoughts:

Gnoblars are useful in the sense that I don't have to take rout tests when my first ogre went down (due to ranged attack/magic spam usually). Less useful in the fact that they provided no benefit in combat. I also had one fail bicker and stand still in the middle of nowhere begging to get shot by the same ranged fire. Felt like he should have at least ran for cover since he could see the enemy.

I also had some cruddy luck with wound rolls, kept stunning units. Prevented me from moving onto another target and limited the use of multiple attacks. If I had the gnoblars in close combat I could have used them to kill the stunned units and move my ogres to something else useful -but the gnoblars are somewhat lacking in... any defense at all.


They felt pretty solid in general. I just wish gnoblars had a use other than 'give me a few more units'
Good feedback. +1 :gnoblar: for you sir!
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
So now I've had five games in our campaign and have made some initial thoughts. I play with four of my mates, though three of them have never played mordheim before. Might explain why I've been winning all of my games, though the warband is solid. This can of course make me a little biased, but let's hope I can come with something constructive.

I started out with four gearless ogres and some mandatory gnoblars. I guess most people will only afford three heroes and some gear, but having heroes is the most important part of Mordheim IMO.
This makes it very difficult for the Ogres to gain gold crowns, especially if they lose. (Ive been lucky with my exploration rolls)
I feel they are in dire need of a cheaper hero choce.
I suggest making the trapper 0-1 and moving him over to heroes, and/or doing the same with the ogre young uns.

I've been winning all my battles with good margin and earned a lot of exp. When the ogres increase their stats and gain and skills, they become incredibly scary in CC. Three of my battles has involved the possessed, and even these guys who are supposed to be the CC specialists gets it handed to them.
I get the feeling that the Maneaters are a little too good for their cost.
If we look at the (official) Ostlander warband, they pay 160 GC for this:

M6    WS3   BS2     S4      T4      W3     I3       A2    LD7 He even earns exp at half rate.

I'm not saying we should make them this expensive, but I currently have five ogres who comletely decimate everything they reach (and with the sprint skill and M6 that's not too hard).
I suggest dropping them down to two attacks. Getting a second weapon(and fourth attack) is very cheap and extremely good.

I've also encountered the gnoblar problem Emergency Rations describe. Being T2 you just want to hide so they can't be taken out. But once they got bows and slings they became ok, but when I'm facing a shooty warband I just hide them, they get taken out too easily.
I suggest making them T3 and upping their price to 15, giving them equal stats and costs as goblins in the official Orc warband.

Other warbands increase their warband rating with 20 for every large model (ogres, minotaurs, trolls etc)
I think it would be unfair not to do somthing with this. I've been counting every ogre as two when counting  members when calculating warband rating.
I'm, not sure if this is the best solution, but something needs to be done. The designers made that 20+ rule for a reason, and I feel my warband is far better then what it's rating tells me (even when counting five ogres as ten).

Other than that I have to mention that it is incredibly fun play with an Ogre warband, I've been longing for this for years. Thanks everyone for the effort so far :)


I agree with moving a gnoblar up to hero (Gnoblar trapper), but I think the young guts should stay non heroes. The joy of getting 'Lads got Talent' is one of the great amusements of Mordheim. I support having more valid targets for it.

I think 1 Captain, 3 Maneaters, 1 Butcher, 1 Gnoblar trapper is good. Its 6 heroes, which is better than most but worst than Skaven, but its also not easy to pull off. One cheap, squishy hero may also be good to support the slow growth of ogres.

I was also playing +20 warband rating for each ogre, but I think the young bulls may be overvalued for it. One of my battles was against an experienced warband but due to that bonus I didn't get the bonus that I probably should have because of that extra +20 for my young gut. Maybe +20 for each hero ogre and +10 for each young gut? This also assumed the standard 20xp start for the Captain and 8xp for a butcher (and maneaters, who I didn't have)

I also played each Ogre hero as 2 models (though I thought of them as 1 hero and 1 henchman). This gave the enemy a benefit for getting the out of action shot on an ogre (as I gave him 2 exp for it). Does limit growth, might be a problem with the paired expense of heroes.

I didn't have any maneaters in my initial squad, so I can't comment on them - but I did play with the half exp for taking models out of combat rule (still get 1 for surviving).

I'm not wholely fond of just copying the goblin statline, maybe give gnoblar dodge and +1 toughness? They need some kind of survivability, but I don't want them to actually become too tough.

edit- Whoops, where are my manners- Thanks for the gnoblar Randroid! I promise I won't eat him unless its Absolutely necessary... though I am feeling a bit peckish
No problem - thanks for getting the playtesting in. Perhaps that gnoblar will give you the strength needed to get some more games in!

+1 :gnoblar: to spriten for his fantastic feedback as well. Keep up the good work everyone! I think we're getting somewhere.
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
Awsome Feedback everyone 8)

Ok, added Gnoblar Snarefingers as a Hero option. Gnoblars can now advance with Lads got Talent rolls(only able to become Snarefingers of course)

Got a Warband calculation formula going. Each ogre adds 15 to the rating plus the normal calculation. So it is # of warriors x 5 + experience +15 per Ogre = rating added.

I increased the Gnoblars toughness to 3 and increased the point cost by 5 for them all.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armor: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armor: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.



Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Cheers Randroid! I must admit that such positive feedback does help a lot on my motivation :)

Great work yet again grey templar, nice touch on the 15+ instead of 20+.
I was going to suggest an equivalent of the Sharp Eyes rule myself, but you beat me to it :) Nice inclusion.
 1+ Gnoblar inbound



Now all that is really needed (excluding tweaking of points) are some skill lists and starting experience.
Here are my suggestions :

Starting Experience:

The Captain starts with 20 experience.
Maneaters start with 8 experience.
Butchers start with 8 experience.
Gnoblar Snarefingers start with 8 experience
Henchmen start with 0 experience.

Ogre Skill Tables

Maneater Captain may choose from the Combat, Shooting, Academic, Strength or Speed.
Maneaters may choose from the Combat, Shooting, Strength or Speed.
Butchers may choose from the Combat, Strength or Academic.
Gnoblar Snarefingers may choose from the Shooting or Speed.
Starting experience? I havn't run into that in the rules. What does that come from?

I already have our experience charts in here(down at the very bottom)


Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armor: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armor: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X
Gnoblar Snarefinger_______________X___________________________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.



Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Whoops, didn't notice that :oops:

Almost every hero out there starts with experience.
The leader always starts with 20, most heroes start with 8, though some have 12 or 0.
Check out the main rulebook or here's an example from the Sisters of sigmar http://www.mordheimer.com/warbands/official/sisters.htm.

On second thought I think that Snarefingers should start with 0.
I downloaded the rulebook from the GW website and it makes no mention of this :P
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
It's written in the warbands section, just before the pages with skill and gear available to the warband.
Check it out, first one is on page seven http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330016_Mord_Rulebook_part_2_-_warbands.pdf
Found it, thats easy to miss.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armor: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armor: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Starting Experience

Maneater Captains start with 20 experience
Maneaters start with 8 experience.
Butchers start with 8 experience.
Snarefingers start with 0 experience.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X
Gnoblar Snarefinger_______________X___________________________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.




Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
So where are we with these? Do we need more feedback? Playtesting?

I don't want this to die a quiet forum death... let's get some Ogre Mordheim action going!
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 9/101
Play testing and proofreading is what it needs. Completeness too.
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Gnoblar herpes still feels wrong.

What if the snarefingers were henchmen that added exploration dice for the ogres? The gnoblars aren't really interested in wyrdstone and gold and such (they more want scrap and small rodents), and this keeps ogres as heroes only. Making the snarefingers add bonus dice to the ogre exploration also helps to get across the feel that the gnoblars are equipment used by ogres. And it makes for more tactical play, as you could quite easily lose some exploration ability.

Thoughts? Do people not dislike gnoblar heroes as much as I do?
Quote from: Ganymede on Mar 26, 2009, 11:17:45 AM
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/
I feel that the Ogres really need some kind of cheap hero, and the snarefinger fill that role quite well.
The other option is some untrained ogre as a cheaper alternative. This would work well with your suggestion.
Mordheim is all about the heroes IMHO, at least when you start out.

And no Reg, after seeing the ninja gnoblar model I've always liked the idea of such a hero :)


firebreathing gnoblar???
Facing ogres is like facing an avalanche.

No, that would be very unbalanced :P
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Sorry. :) Ahh... one day...
Facing ogres is like facing an avalanche.

i'm sure it would be fine in a Gnoblar warband list.

Something for the Tower to work on ;)
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Being an avid Mordheim fan, I would be ver interested in playtesting this. However a couple of things on the list don't feel right to me. The first is gnoblar heroes it seems odd to be able to have gnoblar heroes, I would mych prefer swapping them with young guts. The second is the cost of the butcher, it looks fine except for allowing them to wear armour and cast spells not too sure my gaming group is going to like the idea of this for 20 gold more than a normal maneater with no drop in stats.

Also the bone cruncher spell, is the characteristic loss random betweem M, I and A or does the caster pick?

Edited to clarify my meaning
Butchers not wearing armor fits fluffwise and isn't a huge concession to balance. I think the 'weapons and wargear' was intended to reflect that.

Young guts were moved to henchmen to allow for lads got talent rolls not being wasted advancement rolls from the very beginning. The gnoblar hero was intended to support early growth and provide at least one cheap hero option (also supports lads got talent). Both still feel ugly and unogrey, but we (or at least I) didn't want to start writing exceptions to every rule.

I'm still think the hero distribution should be 0-1 captain, 0-1 butcher, 0-3 maneaters, 0-1 snarefinger. Giving us a max of 6 hero units. As it stands we could have 8 heroes (6 ogre cap and then 2 snarefingers) which is more than even the skaven get. Having us cap at 6 heroes 6 henchmen feels right to me (bigger than average on heroes, less total models)


as for bone cruncher, I think its caster picks, but may be more balanced with a random selection...
Hur Hur. When I play mordheim against my friend dis is gonna be good!
8th edition Win/loss/tie ratio: 2/0/0
Achievements: 11/101 recent achievement: Steady now! - Use freehand to paint a banner for an ogre unit
My first Gnoblar!
quick question, why is the ctahayn longssword only 25 gold?
ogre achievements
1,2,3,4,6,7,8,12,13,17,30,34,37,38,41,42,43,45,59,62,64,70,79,81,86,94,97+bonus
Should it be more?

it is Rare 10, so there is a high possability of you wasting your gold trying to get it.
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Doing a play test of this tomorrow against an High Elf warband. And one question why are their no leadbelcher options in this?
8th edition Win/loss/tie ratio: 2/0/0
Achievements: 11/101 recent achievement: Steady now! - Use freehand to paint a banner for an ogre unit
My first Gnoblar!
Because an Ogre sized Blunderbuss would be some extremely overpowered it wouldn't even be funny.


I came up with something like this,

Leadbeltcher cannon

Maximum Range: Special; Strength: 4;
Special Rules: Shot, Fire once, Save Modifier, Solid construction

SPECIAL RULES
Shot: When your model fires the Leadbeltcher cannon, draw a line 16" long and 2" wide in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 4 hit.

Fire Once: Can only be fired once per battle.

Solid construction: The Leadbeltcher cannon can be used in combat as a 2 handed club.
Attention all newbies: The answer is Ironfists! No if's, and's, or but's. Violaters of this reccomendation will be fed to the gorgers. That is all, thank you.

Things Fluffy(my Stonehorn) has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king
x10 3 minefields completed
x10
x10
x9
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I think its pretty good as an alpha list. Now we just need testing in the quantity that can help us tweak it further and more reliably.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Before I go any further I'm not a grammer nasty..... just saying you wanted a proof read, so have proof read, did change the spelling to British English. Re-worded a couple of bits to make it flow easier, only bit I'm not sure on is the Nirnja, is that correct or should it be Ninja?

Not having played Mordheim before, it appears to be the fantasy version of Necromunda. Interesting, may have to have a proper look at this at some point.

Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more than 6 Ogre Maneaters (including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualties sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. In addition, if an Ogre ever becomes addicted roll a D6. On a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossible for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres pay double the listed price to acquire the Ogre sized version of their desired weapon. Weapons and armour  acquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armour: A Maneater Captain may choose weapons and armour from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 90 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armour: An Ogre Maneater may choose weapons and armour from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare among Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armour: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armour.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armour: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more than 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own separate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armour: an Ogre Young-gut may choose weapons and armour from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may purchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armour: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armour: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armour: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavenged Pistol: 10 gold(only one allowed per model) Rare 8

Armour
Light Armour: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armour
Gutplate: 30 gold Rare 8
Light Armour: 20 gold
Heavy Armour: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavenged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debris. Mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediately takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signature weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armour save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benefit from any other equipment or special rules the ogre benefits from.

Gutplate: All true ogres, except Butchers, will wear this iconic possession. Gutplates can be made of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armour save that combines with other equipment normally. In addition, the first hit an ogre receives every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftsmanship of far Cathay. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more than modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armoured man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelch. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediately regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armour saves allowed. if the victim survives the spell, he permanently loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armour saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediately pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possible away from all visible enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psychology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have travelled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold + mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrors. The Maneater is immune to psychology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparison. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penalties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Starting Experience

Maneater Captains start with 20 experience
Maneaters start with 8 experience.
Butchers start with 8 experience.
Snarefingers start with 0 experience.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X
Gnoblar Snarefinger_______________X___________________________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more than 2 skills from the same category. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not too Difficult to Use/two handed weapons at the same time.

Gastronomical Aptitude(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will affect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Initiative test per game.

Crushing Embrace
The ogre has developed a favoured method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater than the ogre's he immediately breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediately suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.


Ogre Achivements 10/101
Yes, Nirnja was a deliberate spelling. Everything has similer names but not quite the same in the Warhammer world.

Thanks for the proofread.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
and the warband always needs 2 ogres. What self respecting ogre hangs around with just gnoblars.


While I completely agree with this statement in sentiment, I'd like to play gaming-devil's advocate for a moment. In order to give the player more ways to personalize their gaming experience (which is what I believe these skirmish games are really about).

How about a rule where an ogre can lead a mob of gnoblars but loses his "fear" rule until at least one other Ogre joins him?
He's not suddenly going to be less scary just because he's alone.

The only thing he loses is respect amoung his own kind.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Perhaps the sight of him surrounded by puny gnoblars, is somewhat humorous to a seasoned warrior who's been dealing with the horrors of the City of the Damned? = )

Ok, now that college is out for the summer I can finally devote some proper attention here.

I'm going to put this together in a PDF for proper distribution and so it looks pretty.


If anyone has some nice Ogre artwork they could send my way. Whoever's helped with the Bellower would be awsome. Otherwise I'll start ripping stuff off of Google :roll:
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I would avoid using anything GW, that way we can post it here on the site without any legal issues. I'm happy to help with layout if you need any. I don't really have anything in the way of art we could use...
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101
Do you think it would be ok if I ripped some of the back grounds off of the mordhiem PDFs?

Seeing as how they are free to download GW probably wouldn't have an issue.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Braingobler should be a difficulty 10 spell minimum (IMO).
My 8th Edition Ogres Record: 0 Wins, 4,547 Losses, 7 Draws.

My Deathmaw Gnoblog: http://www.ogrestronghold.com/forum/index.php?topic=21973.msg299027#msg299027
Me and a couple friends are starting a mordheim campaign tomorrow and i will be using this list for my warband, i saw that you guys mentioned play testing so i will be sure to post a battle report after the game tomorrow. Wish us luck!
Excellent,

some feedback from your friends would be nice too. If there are any glaring errors that need correcting you let me know.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Alright so feedback. i ended up playing two games, one versus Skaven and one versus Beastmen. My warband took 4 ogres with ogre clubs and iron fists. the maneater captain, butcher, and two young guts.

GAME 1: Ogres V.S. Beastmen, (this won't be a full battle report, we had to remind each other of some rules and it was more of a learning experience for the group) But as it turned out i paired up one young gut with my butcher and one with my captain. one young gut went out of action and i ended up killing enough beastmen to make them rout before they took any one else out of action. but as a note, my young gut only landed 2 hits and not one wound, but it was still a victory

GAME 2: Ogres VS Skaven, i purchased gnoblars for my warband for this fight and equipped them with slings. my ogre captain got knocked down by a volley of slings and my young gut hid behind a building. my butcher and young gut took out some skaven, gnoblars picked off one skaven. my opponent never put his hero into combat (hoping to flank and kill my captain.) but in the end, two young guts went out of action, the heros stayed in and the skaven took a volentary rout

those are my first ever analysis/battle reps of any wargame, so they probably not extremely detailed, i will post our next games after they happen.
Anything blatently overpowered or unclear in the rules?

Anything that seems to be missing(like something really important for campaign play)
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
Firstly big thanks to grey templar for progressing this topic as much as you have, design/balancing isnt an easy task!

I'm currently a few sessions into a mordheim 'campaign' (i say campaign loosely as we generally just play monthly sessions until we get bored) and im playing Dwarves. Its only recently dawned on that i dont actually enjoy the dwarf playstyle, which appears to be hanging around the back picking off as many as i can before taking enough loses to take a voluntary rout.

In addition to this we have a Possessed player in our group which from experience i've found the most imbalanced warband i've squared up against. This has lead me in search of something slightly more formidable than dwarves.
My first thought when i saw the proposed Ogre warband was 'internet ogre rules, wonder how broken and OP they'll be' but upon trawling through the thread it appears as though a lot of love and testing has gone on in an effort to keep the warband sensible.

I'll still need to check with the rest of the group but i figure if GW are happy with how the possessed mutants play (surely the biggest offender of overpowered rules) then i should be allowed to try something a bit experimental. I suppose my question mirrors what grey templar has asked, is there anything obviously OP which we should be aware of so that i can ready myself for the predictable critism when i make my pitch to the group?

Additionally how did everyone spec out their starting warband? Im torn between going maximum heroes or a smaller number with extra henchmen/gnobblars.
I've been going with the Captain and one Maneater to start out with along with a Younggut and a pack of Gnobbos. It at least allows me to have some ok equipment and BTDT rules.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp
I try to cram as much cheap heroes a possible. Captain, Butcher and a ME or two (all with very basic gear).
The more heroes you have, the more money you make. Gold is the most important factor IMO.

Deadshot is the skill I've bought the most with my starting warbands. Combined with how easy it is to increase your BS, a dual wielding deadshot can make serious dents in the opposing warbands.
As my warband grows, I add ogres with mutations. An M7 ogre with sprint (triple run/charge move) is very scary.
The extra (or clawed) arm makes any ogre into bonefied killing machine. (redundant, but it's fun :) )

Hey,

I played a few games and one issue my gaming group had was with the max stats. They felt like you should consider just using the ingame max stats for ogres, mostly because I had a S5 T6 A4(5, ninja bump) ogre ruining their day

Will get back to you later on some other issues we had

M-6  WS-6  BS-5  S-5  T-5  I-6  A-5  LD-9
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