07 Feb 2008
Hey thanks to everyone who commented on the original incarnation of these revision ideas. I've taken into consideration some of the comments and I tried to tone things down somewhat. I think the best Armor Save available to a non-mounted character is 3+ which is achievable in the current codex as well. I also left the hunter as a Rare instead of a hero so that he might have seem somewhat attractive to include in a list. As a hero, he's just not very compelling compared to the others. Maybe he should just be beefed up and turned into a Special character instead since the 7th ed army books seem to be chock full of special characters. Also, I took away alot of the 'I'll fight with 1 arm tied behind my back' rules that seemed to run rampant in 6th ed, namely the 0-1 rules for some units. This has been completely wiped out in High Elves and I think its a good trend that should continue. The gnoblar-Bull symbiosis is also along those lines. But since you shouldn't have a gnoblar horde for an ogre list I moved them to special. So therefore you can no take 4 gnoblar units without having to take Bulls (but who would really blow all their specials on gnoblars?). In general the idea was to give more options for army creation to the Ogre general. So Bulls can take 2 handed weapons, Butchers can be the army general, upgraded giants are available, etc, etc.
The funnest part though in coming up with this was thinking of interesting, flavorful names for new magic items. I have ideas for descriptions, but the post is already long as it is so I didn't include them.
So here is the update for further comments:
Rules:
Impact hits regardless of the distance charged.
"An Ogre is Twice a Man" rule: Only 3 models required to form a rank. Only 3 rank and file required for Look Out Sir and Targeting rules.
No more ogre clubs, however all ogre attacks are armor piercing to reflect that Ogres are stronger than just strength 4.
Big Names:
All big names now cost 25 pts. Butchers & Slaughtermasters can now choose these.
Kineater: radius increased to 12 for panic re-rolls. Also, with this big name gnoblars may re-roll bickering when inside this radius.
Mawseeker: +1 Toughness, -1 Initiative.
Ironblood: +1 Armor Save.
Cragsnapper: +1 Strength, and may not use magic weapons.
Longstrider: same as before.
Tinbasher: all close combat attacks are armor piercing.
Deathcheater: 5+ ward save
Wallcrusher: adds 1 impact hit and bearer can re-roll all impact hits which fail to wound.
Stonecruncher: (butcher or slaughtermaster only) Ignore the first miscast.
Magic Items:
Weapons:
Thundermace cost up to 75 pts. Instead of a single WS roll, works exactly like a stone thrower strength 4[8] to everything under the template.
Siegebreaker: same
Skullplucker: gone
Bloodcleaver: same
Mountainsplitter: 55 pts. hand weapon, adds +1 strength, no armor saves allowed.
Rocktooth: 40 pts ironfist, causes D2 wounds per hit.
Direjaws: 45 pts. counts as two hand weapons, bearer immune to psycology.
The Cutter: 50 pts. Cathayan longsword (with appropriate bonuses) and bearer gets +1 Attack.
Armor:
Bituminous Scale: 75 pts. Heavy Armor. Grants MR 2 and opponents suffer -1 Attack against the bearer (however they always get at least one attack)
Mastadon Armor: gone
Greatskull: gone
Bullgut: down to 25 pts.
Gut Maw: down to 25 pts.
Greedy Fist: 50 pts. gut plate which grants a 5+ ward save and destroys any item on a successful ward save.
Spinecrusher: 35 pts. gut plate. Adds 2 Str 4 attacks at bearers WS on the charge and adds +1 strength to bearers impact hits.
Talismans:
Cathayan Jet: gone
Spangleshard: gone
Wyrdstone Necklace: same
Gnoblar Thiefstone: same
Jopnard Yawl: 25 pts. one use item. Bearer (and unit) become frenzied.
Lodeband: 30 pts. The bearer of this band (and any unit he is with) receives +1 bonus to combat resolution.
Raknor Lots: 25 pts. Once per turn the bearer can re-roll 1 dice (to hit, to wound, or an armor save). He may not re-roll ward saves.
Arcane Items:
Hellheart: gone
Gruts sickle: gone
Halfling cookbook: same
Bangstick: same
Skullmantle: same
Mournestone: 35 pts. One use, lasts until the start of your next magic phase. Opponents must re-roll successful dispel attempts.
Cracked Cauldron: 25 pts. Butcher or Slaughtermaster can use one extra dice than normal (if they chose and if there are enough dice available) to cast a spell.
Gruts Knuckleshards: 35 pts. Bound spell - power level 4. Range 18. Causes a strength 5 hit. Works like a bolt thrower and penetrates ranks but an armor save is allowed. For each wound inflicted by this spell, the next spell cast by a wizard with this item in the same phase adds this number to its casting roll. However if the item fails to inflict at least one wound, it blows up and the Butcher takes a strength 5 hit and all models in base contact with him take a strength 4 hit. In addition, the item can no longer be used for the remainder of the battle.
Jaw of Gashrend: 15 pts. Add +1 to rolls on the butcher miscast table.
Enchanted Items:
Brahmir Statue: gone.
Daemon-Killer Scars: down to 25 pts.
Greyback Pelt: gone.
Fractured Bloodstone: 25 pts. Gorgers get +1 on their rolls to come in.
Jade Lion: gone.
Rock Eye: gone.
Fistful of Laurels: same
Noxhide Potion: 20 pts. Same effect as Bloodgruel spell, but usable by any character.
Banners:
Dragonhide: 75 pts. Allows unit to always re-roll 1s on to hit, to wound, or armor saves.
Ragbanner: gone.
Bull Standard: down to 15 pts.
Rune Maw: gone.
Crag Caller: 25 pts. Unit may move normally through difficult terrain.
Mournewind Banner: 50 pts. All shooting at this unit is at -1 and any artillery dice can also be re-rolled if you choose.
Jade Pike: 35 pts. unit re-rolls all failed psychology tests.
Magic:
Buff spell range increased to 9 for butchers and 18" for Slaughter masters.
Re-buff option: This would allow a second casting of the same spell on a unit to increase its dispel roll value. A spell can only be re-buffed one time and once rebuffed, has a dispel value of 10. The casting level of the rebuff is 6 and each successful rebuff cast per turn of that spell or *any* other rebuff increases the casting roll required by +3 for the next rebuff (similar to casting the same spell multiple times) even if it is a rebuff of another spell.
Units:
Heroes:
Tyrant: Same but with option for Rhinox mount.
Butcher: Tooth Gnoblar allows any spell to go off as a bound spell at casting value 3 once per game. Butchers and Slaughtermasters can now be the army general.
Bruiser: 125 pts.
Hunter: Harpoon can Move and Fire. Harpoon range down to 24. Hunter cost down to 130 pts. Harpoon is optional for 15 pts. Hunter no longer counts as a hero choice, but a rare choice instead. He does D2 wounds against models of US 2+ and has +1WS over what he currently has.
Core:
No more 0-1 Bulls required.
No more 1 to 1 ratio of gnoblars to Bulls.
Unlimited number of Gnoblar trappers, but they move to Special. Also they do not bicker if within 12 of a Hunter.
Bulls: drop to 32 pts. Gain gut plates for free (+1 AS). Extra weapon for 3 pts, iron fist is 4 pts, and an option for two-handed weapons at 5 pts. a piece.
Standard & champion cost 15 pts.
Bellower costs 7 pts.
Ironguts: drop to 45 pts. Gain gut plates for free (+1 AS). Get Light armor for free. May upgrade to heavy armor for 3 pts. a piece. May upgrade to Slateheart for 5 pts per model. Slatehearts are +1 WS.
A single unit of ironguts in the army may carry a magic standard of 50 pts. or less.
Gnoblars: move to Special
Special:
Leadbelchers: misfire does D3 strength 4 hits, range increased to 18 (Its a cannon for crying out loud). Cost down to 45 pts. and they become Skirmishers.
Yhetees: drop to 55 pts. and become skirmishers, but lose ice weapons and cold aura. Can take extra hand weapon for +5 pts. per model.
Scraplauncher: Cost down to 150 pts. Move increased to 7. Misfire chart same as other Stone Throwers.
Rare:
Maneaters drop to 70 pts and come with heavy armor. Weapon upgrades are 5 pts. each. They have option for iron fists in addition to the current options. Can add a gut plate for +1 AS at 5 pts. per model.
Gorgers become Special
Giant can be either Slave Giant or real Giant for higher pts. cost.
Rhinox Riders officially added.
The funnest part though in coming up with this was thinking of interesting, flavorful names for new magic items. I have ideas for descriptions, but the post is already long as it is so I didn't include them.
So here is the update for further comments:
Rules:
Impact hits regardless of the distance charged.
"An Ogre is Twice a Man" rule: Only 3 models required to form a rank. Only 3 rank and file required for Look Out Sir and Targeting rules.
No more ogre clubs, however all ogre attacks are armor piercing to reflect that Ogres are stronger than just strength 4.
Big Names:
All big names now cost 25 pts. Butchers & Slaughtermasters can now choose these.
Kineater: radius increased to 12 for panic re-rolls. Also, with this big name gnoblars may re-roll bickering when inside this radius.
Mawseeker: +1 Toughness, -1 Initiative.
Ironblood: +1 Armor Save.
Cragsnapper: +1 Strength, and may not use magic weapons.
Longstrider: same as before.
Tinbasher: all close combat attacks are armor piercing.
Deathcheater: 5+ ward save
Wallcrusher: adds 1 impact hit and bearer can re-roll all impact hits which fail to wound.
Stonecruncher: (butcher or slaughtermaster only) Ignore the first miscast.
Magic Items:
Weapons:
Thundermace cost up to 75 pts. Instead of a single WS roll, works exactly like a stone thrower strength 4[8] to everything under the template.
Siegebreaker: same
Skullplucker: gone
Bloodcleaver: same
Mountainsplitter: 55 pts. hand weapon, adds +1 strength, no armor saves allowed.
Rocktooth: 40 pts ironfist, causes D2 wounds per hit.
Direjaws: 45 pts. counts as two hand weapons, bearer immune to psycology.
The Cutter: 50 pts. Cathayan longsword (with appropriate bonuses) and bearer gets +1 Attack.
Armor:
Bituminous Scale: 75 pts. Heavy Armor. Grants MR 2 and opponents suffer -1 Attack against the bearer (however they always get at least one attack)
Mastadon Armor: gone
Greatskull: gone
Bullgut: down to 25 pts.
Gut Maw: down to 25 pts.
Greedy Fist: 50 pts. gut plate which grants a 5+ ward save and destroys any item on a successful ward save.
Spinecrusher: 35 pts. gut plate. Adds 2 Str 4 attacks at bearers WS on the charge and adds +1 strength to bearers impact hits.
Talismans:
Cathayan Jet: gone
Spangleshard: gone
Wyrdstone Necklace: same
Gnoblar Thiefstone: same
Jopnard Yawl: 25 pts. one use item. Bearer (and unit) become frenzied.
Lodeband: 30 pts. The bearer of this band (and any unit he is with) receives +1 bonus to combat resolution.
Raknor Lots: 25 pts. Once per turn the bearer can re-roll 1 dice (to hit, to wound, or an armor save). He may not re-roll ward saves.
Arcane Items:
Hellheart: gone
Gruts sickle: gone
Halfling cookbook: same
Bangstick: same
Skullmantle: same
Mournestone: 35 pts. One use, lasts until the start of your next magic phase. Opponents must re-roll successful dispel attempts.
Cracked Cauldron: 25 pts. Butcher or Slaughtermaster can use one extra dice than normal (if they chose and if there are enough dice available) to cast a spell.
Gruts Knuckleshards: 35 pts. Bound spell - power level 4. Range 18. Causes a strength 5 hit. Works like a bolt thrower and penetrates ranks but an armor save is allowed. For each wound inflicted by this spell, the next spell cast by a wizard with this item in the same phase adds this number to its casting roll. However if the item fails to inflict at least one wound, it blows up and the Butcher takes a strength 5 hit and all models in base contact with him take a strength 4 hit. In addition, the item can no longer be used for the remainder of the battle.
Jaw of Gashrend: 15 pts. Add +1 to rolls on the butcher miscast table.
Enchanted Items:
Brahmir Statue: gone.
Daemon-Killer Scars: down to 25 pts.
Greyback Pelt: gone.
Fractured Bloodstone: 25 pts. Gorgers get +1 on their rolls to come in.
Jade Lion: gone.
Rock Eye: gone.
Fistful of Laurels: same
Noxhide Potion: 20 pts. Same effect as Bloodgruel spell, but usable by any character.
Banners:
Dragonhide: 75 pts. Allows unit to always re-roll 1s on to hit, to wound, or armor saves.
Ragbanner: gone.
Bull Standard: down to 15 pts.
Rune Maw: gone.
Crag Caller: 25 pts. Unit may move normally through difficult terrain.
Mournewind Banner: 50 pts. All shooting at this unit is at -1 and any artillery dice can also be re-rolled if you choose.
Jade Pike: 35 pts. unit re-rolls all failed psychology tests.
Magic:
Buff spell range increased to 9 for butchers and 18" for Slaughter masters.
Re-buff option: This would allow a second casting of the same spell on a unit to increase its dispel roll value. A spell can only be re-buffed one time and once rebuffed, has a dispel value of 10. The casting level of the rebuff is 6 and each successful rebuff cast per turn of that spell or *any* other rebuff increases the casting roll required by +3 for the next rebuff (similar to casting the same spell multiple times) even if it is a rebuff of another spell.
Units:
Heroes:
Tyrant: Same but with option for Rhinox mount.
Butcher: Tooth Gnoblar allows any spell to go off as a bound spell at casting value 3 once per game. Butchers and Slaughtermasters can now be the army general.
Bruiser: 125 pts.
Hunter: Harpoon can Move and Fire. Harpoon range down to 24. Hunter cost down to 130 pts. Harpoon is optional for 15 pts. Hunter no longer counts as a hero choice, but a rare choice instead. He does D2 wounds against models of US 2+ and has +1WS over what he currently has.
Core:
No more 0-1 Bulls required.
No more 1 to 1 ratio of gnoblars to Bulls.
Unlimited number of Gnoblar trappers, but they move to Special. Also they do not bicker if within 12 of a Hunter.
Bulls: drop to 32 pts. Gain gut plates for free (+1 AS). Extra weapon for 3 pts, iron fist is 4 pts, and an option for two-handed weapons at 5 pts. a piece.
Standard & champion cost 15 pts.
Bellower costs 7 pts.
Ironguts: drop to 45 pts. Gain gut plates for free (+1 AS). Get Light armor for free. May upgrade to heavy armor for 3 pts. a piece. May upgrade to Slateheart for 5 pts per model. Slatehearts are +1 WS.
A single unit of ironguts in the army may carry a magic standard of 50 pts. or less.
Gnoblars: move to Special
Special:
Leadbelchers: misfire does D3 strength 4 hits, range increased to 18 (Its a cannon for crying out loud). Cost down to 45 pts. and they become Skirmishers.
Yhetees: drop to 55 pts. and become skirmishers, but lose ice weapons and cold aura. Can take extra hand weapon for +5 pts. per model.
Scraplauncher: Cost down to 150 pts. Move increased to 7. Misfire chart same as other Stone Throwers.
Rare:
Maneaters drop to 70 pts and come with heavy armor. Weapon upgrades are 5 pts. each. They have option for iron fists in addition to the current options. Can add a gut plate for +1 AS at 5 pts. per model.
Gorgers become Special
Giant can be either Slave Giant or real Giant for higher pts. cost.
Rhinox Riders officially added.
"We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition"
For he to-day that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition"

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