0-1 Tyrant – 200 Points

 

Lord

 

 

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Tyrant

6

6

4

5

5

5

4

5

9

5+

 

Equipment: Ogre Club, Heavy Armor

 

Options:

  • May choose either a great weapon (+14 points), an additional ogre club (+10 points), or a Cathayan Longsword (+14 points).
  • May choose a brace of handguns (+12 points) and/or an ironfist (+8 points).
  • May choose Big Names and/or Magic Items from the Common or Ogre magic items list to a maximum total value of 100 points.
  • May select up to three Gnoblars from the Pet Gnoblar list.

 

Special Rules: Cause Fear, Bellowers, Bull Charge

 

 

Slaughtermaster – 200 Points

Slaughtermasters may never be the army general.

 

Lord

 

 

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Slaughtermaster

6

4

3

4

5

5

3

4

8

-

 

Equipment: Ogre Club

 

Options:

  • May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100 points.
  • May select up to three Gnoblars from the Pet Gnoblar list.

 

Special Rules: Cause Fear, Bellowers, Bull Charge, Immune to Poison

 

 

Bruiser– 130 Points

 

Hero

 

 

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Bruiser

6

5

4

5

5

4

3

4

8

5+

 

Equipment: Ogre Club, Heavy Armor

 

Options:

  • May choose either a great weapon (+8 points), an additional ogre club (+8 points), or a Cathayan Longsword (+8 points).
  • May choose a brace of handguns (+12 points) and/or an ironfist (+6 points).
  • May choose Big Names and/or Magic Items from the Common or Ogre magic items list to a maximum total value of 50 points.
  • May select up to two Gnoblars from the Pet Gnoblar list.
  • One Bruiser may hold the Army Battle Standard (+25 points). A Bruiser with the Army Battle Standard can choose a magic standard of any point value, but if he does then he may not select any other Magic Items or Big names.

 

Special Rules: Cause Fear, Bellowers, Bull Charge, Army Battle Standard

 

 

Hunter – 130 Points

Hunters may never be the army general.

 

Hero

 

 

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Hunter

6

5

4

5

5

4

3

4

9

6+

Sabretusk

8

4

-

4

4

2

4

3

4

-

Bull Rhinox

7

4

-

6

5

5

2

4

5

4+

 

Equipment: Ogre Club, Bellowers, Light Armor

 

Options:

  • May choose either a great weapon (+8 points) or an additional ogre club (+8 points).
  • May purchase either a Harpoon Crossbow (+20 points) or up to four sabretusks (+20 points each) or a Hunting Spear and the Scout special rule (+20 points) or a Bull Rhinox as a mount (+200 points). A Hunter mounted on a Bull Rhinox costs an additional hero slot to field.
  • May choose Big Names and/or Magic Items from the Common or Ogre magic items list to a maximum total value of 50 points.

 

Special Rules: Cause Fear, Bull Charge, Sic ‘Em Boys, Loner

 

 

Butcher – 130 Points

Butchers may never be the army general.

 

Hero

 

 

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Butcher

6

3

2

4

5

4

2

3

7

-

 

Equipment: Ogre Club

 

Options:

  • May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50 points.
  • May select up to two Gnoblars from the Pet Gnoblar list.

 

Special Rules: Cause Fear, Bellowers, Bull Charge, Immune to Poison

 

 

1+ Bulls – 32 Points/model

 

Core

 

 

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Bull

6

3

2

4

4

3

2

3

7

-

Crusher

6

3

2

4

4

3

2

4

7

-

Unit Size: 3+

Equipment: Ogre Club

 

Options:

  • Any unit may be given either additional ogre clubs (+4 points/model), or ironfists (+3 points/model).
  • Any unit may be equipped with light armor (+3 points/model).
  • Any unit may upgrade one Bull to a Crusher (+20 points).
  • Any unit may upgrade one Bull to a Standard Bearer (+20 points).
  • One unit may be given a magic standard worth up to 50 points.

 

Special Rules: Cause Fear, Bellowers, Bull Charge

 

 

Ironguts – 45 Points/model

 

Core

 

 

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Irongut

6

3

2

4

4

3

2

3

8

-

Gutlord

6

3

2

4

4

3

2

4

8

-

Unit Size: 3+

Equipment: Ogre Club, Great Weapon, Heavy Armor

 

Options:

  • Any unit may upgrade one Irongut to a Gutlord (+20 points).
  • Any unit may upgrade one Irongut to a Standard Bearer (+20 points).
  • One unit may be given a magic standard worth up to 50 points.

 

Special Rules: Cause Fear, Bellowers, Bull Charge

 

 

Gnoblar Fighters – 2 Points/model

You can not have more units of Gnoblar Fighters than you have units of Ogre Bulls.

 

Core

 

 

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Gnoblar

4

2

3

2

3

1

3

1

5

-

Groinbiter

4

2

3

2

3

1

3

2

5

-

Unit Size: 20+

Equipment: Hand Weapon, Sharp Stuff

 

Options:

  • Any unit may upgrade one Gnoblar to a Groinbiter (+4 points).

 

Special Rules: Largely Insignificant, Bicker

 

 

Gnoblar Trappers – 5 Points/model

You can not have more units of Gnoblar Trappers than you have units of Gnoblar Fighters. Gnoblar Trappers do not count towards the minimum number of core units you must include in your army.

 

Core

 

 

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Trapper

4

2

3

2

3

1

3

1

5

-

Snarefinger

4

2

4

2

3

1

3

1

5

-

Unit Size: 8+

Equipment: Hand Weapon, Sharp Stuff

 

Options:

  • Any unit may upgrade one Trapper to a Snarefinger (+4 points).

 

Special Rules: Largely Insignificant, Bicker, Scout, Skirmish

 

 

Leadbelchers – 60 Points/model

 

Special

 

 

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Leadbelcher

6

3

3

4

4

3

2

3

7

-

Thunderfist

6

3

3

4

4

3

2

4

7

-

Unit Size: 2+

Equipment: Ogre Club, Leadbelcher Cannon, Light Armor

 

Options:

  • Any unit may upgrade one Leadbelcher to a Thunderfist (+20 points).

 

Special Rules: Cause Fear, Bellowers, Bull Charge

 

 

Yhetees – 60 Points/model

 

Special

 

 

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Yhetee

7

4

3

5

4

3

4

3

7

-

Greyback

7

4

3

5

4

3

4

4

7

-

Unit Size: 3+

Equipment: Additional Hand Weapons

 

Options:

  • Any unit may upgrade one Yhetee to a Greyback (+20 points).

 

Special Rules: Cause Fear, Aura of Frost, Scale Terrain

 

 

Scraplauncher – 150 Points/model

You can not have more units of Scraplaunchers than you have units of Gnoblar Fighters.

 

Special

 

 

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Scraplauncher

-

-

-

5

5

5

-

-

-

 

4+

Scrappers

-

2

-

2

-

-

3

6

5

Rhinox

6

3

-

5

-

-

2

3

-

Unit Size: 1

 

Special Rules: Cause Fear, Chariot, Stone Thrower, Bad Tempered, Unit Strength 5, Largely Insignificant

 

 

Maneaters – 75 Points/model

 

Rare

 

 

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Maneater

6

4

4

5

4

3

3

4

8

-

Unit Size: 1+

Equipment: Ogre Club, Heavy Armor

 

Options:

  • Each individual Maneater may be equipped with either an additional ogre club, a great weapon, a Cathayan Longsword, a brace of handguns, or an ironfist, all at no cost.

 

Special Rules: Cause Fear, Bellowers, Bull Charge, Stubborn, Immune to Psychology

 

 

Slavegiant – 175 Points/model

 

Rare

 

 

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Slavegiant

6

3

3

6

5

6

3

S

10

-

Unit Size: 1

 

Special Rules: Cause Terror, Large Target, Immune to Panic, Fall Over, Move Over Obstacles, Slavegiant Attacks

 

 

Gorger – 75 Points/model

 

Rare

 

 

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Gorger

6

3

-

5

5

4

2

3

8

-

Unit Size: 1

 

Special Rules: Cause Fear, Unbreakable, Killing Blow, Bloodscent, Eternal Frenzy

 

 


Ogre Kingdoms Special Rules

 

Bellowers: All ogre units (Bulls, Ironguts, Leadbelchers, and Maneaters) and characters always benefit as if they are accompanied by a musician.

 

Bull Charge: If a unit of ogres moves 6" or more when charging, they can benefit from the Bull Charge. For every charging ogre in base contact with the enemy, one impact hit is inflicted on the charged unit. Additionally, if the charging ogre unit has multiple ranks, ogres behind those in base contact also inflict an impact hit on the enemy. For instance, if a nine strong unit of ogres with three ranks charges an enemy unit, a total of nine impact hits are inflicted (provided that all three ogres in the front rank are in base contact with the enemy unit.) The strength of the hit is identical to the ogre inflicting it.

 

Aura of Frost: Models with this special rule are granted a special 5+ ward save. Unlike other ward saves, this save may not be taken against magical attacks, but it is otherwise identical to other ward saves. Additionally, all melee attacks from a model with this special rule count as magical.

 

Scale Terrain: Models with this special rule ignore woods or rocky difficult terrain and all undefended obstacles for movement purposes.

 

 


Ogre Kingdoms Equipment

 

Ogre Club: Ogre Clubs benefit from the Armor Piercing special rule. Otherwise, they are identical to hand weapons, and can be combined with additional Ogre Clubs and Ironfists as normal.

 

Ironfist: An Ironfist is identical to a shield in all respects.

 

Cathayan Longsword: A model wielding a Cathayan Longsword in melee combat benefits from +1 Strength, +1 Weapon Skill, and +1 Initiative. Two handed.

 

Brace of Handguns: Range 24”, Strength 4, Pistol, Armor Piercing, Multiple Shots x2

 

Harpoon Crossbow: Range 48”, Strength 6

 

A shot from a Harpoon Crossbow is resolved identically to a shot from a bolt thrower, with the exception that it may be used with a Stand and Shoot charge reaction.

 

Hunting Spear: Range 12”, Strength as User +1, Thrown Weapon,

 

Leadbelcher Cannon: Range 12”, Strength 4, Flail, Armor Piercing, Multiple Shots x(Artillery Die)

 

Leadbelcher Cannon shots ignore the penalties to hit for shooting while moving, shooting at a target over half range, and multiple shots. If a misfire result is rolled, the bearer’s unit suffers d6 Strength 4 hits, distributed as shooting.

 

 


 

Pet Gnoblars

 

Ogre characters may be accompanied by a certain number of Pet Gnoblars. Hero level characters may take up to two while lord level characters may take a maximum of three. More than one of the same gnoblar may be taken. The cost of Pet Gnoblars is not counted against the ogre’s magical item point limit.

 

As loners, Hunters may not take any Pet Gnoblars.

 

Trophy Gnoblar – 15 points

 

Trophy Gnoblars are doting gnoblar servants that are led into battle bedecked in all manner of grizzly tokens. Severed hands, skulls, and broken weapons are proudly hauled by the gnoblar lackey. These trophies serve as a constant reminder of all the foes the ogre has slain, and help to ensure that he is not run off by any thinling.

The ogre or the unit he is in may re-roll a single failed break test. One use only.

 

Thief Gnoblar – 15 points

 

Thief Gnoblars are mischievous little runts who are always trying to get their mitts on every shiny bauble they can see. They are often in possession of Thiefstones, glittering trinkets which disrupt the flow of magic. An ogre especially wary of sorcery will often surround himself with this particular breed of gnoblar.

The ogre benefits from Magic Resistance 1. Multiples of this particular gnoblar stack, generating up to Magic Resistance 3 for three Thief Gnoblars.

 

Sword Gnoblar – 15 points

 

Sword Gnoblars are the biggest and meanest of their kind. These scrappy little guys will weave between his ogre master’s legs, jabbing at their opponent’s lower torso with makeshift weapons. Often the distraction that these little warriors provide is enough for an ogre to land a crushingly accurate blow.

The Ogre may re-roll a single failed roll to either hit or wound in melee combat. One use only.

 

Tooth Gnoblar – 15 points

 

Tooth Gnoblars are the gore spattered assistants of Butchers and Slaughtermasters. These gnoblars are entrusted with lugging around their charge’s ceremonial teeth, and perform other messy, unpleasant duties. Oftentimes, Tooth Gnoblars themselves will end up as impromptu spell components.

The ogre may re-roll a single power die. This re-roll may not cause irresistible force nor may it cancel a miscast. One use only. Butchers and Slaughtermasters only.

 

 

Shield Gnoblar – 15 points

 

Shield Gnoblars are excessively brave (for gnoblars) and possess an unswerving loyalty to their ogre master. Toting large dented shields, these gnoblars do their best to help out by deflecting incoming blows. Though they are destined to be trampled, these mock retainers always manage to get in the way at a crucial moment.

At the beginning of any close combat, the ogre may let loose a single Shield Gnoblar. All attack rolls directed towards him suffer a -1 penalty until the end of the close combat phase. One use only.

 

Luck Gnoblar – 25 points

 

Generally speaking, a gnoblar could never be described as lucky. Even the most well off gnoblar has to deal with cramped living conditions, constant scheming, and the ever present threat of a hungry ogre. Even so, an occasional gnoblar crops up with amazing luck. These gnoblars are quickly snatched up by ogres eager to share in their good luck.

After suffering a wound but before making any ward saves, the ogre may choose to benefit from a single 2+ ward save against that wound. One use only. Only a single Luck Gnoblar can be taken in an ogre army.

 

Snack Gnoblar 15 Points

Snack Gnoblars are stout little guys who are always laden with supplies. They carry huge sacks upon their shoulders, which are filled all sorts of joints, pies, and other food stuffs. Various other potions, unguents, and butcher blessed trinkets fill out the sack. An ogre will stuff the whole lot down his gullet mid-battle for a satisfying snack and a second wind.

An ogre may choose to eat a Snack Gnoblar at the beginning of either his or his opponent's turn. The ogre regains one wound that he previously lost. Only one Snack Gnoblar can be eaten per turn. One use only.

 

 

 

Gut Magic

 

Bloodgruel: The Butcher recovers a single wound previously lost in the battle.

 

Braingobbler:  The Butcher chooses an unengaged enemy unit within 18” and within line of sight. That unit must take an immediate panic test. This panic test does not count towards the limit of one panic test per phase. The Butcher must take a Strength 3 hit which can not be prevented by armor or ward saves.

 

Bonecruncher:  This is a magic missile with a range of up to 18”. The target suffers 2d6 Strength 2 hits with no armor saves allowed. The Butcher must take a Strength 4 hit which can not be prevented by armor or ward saves.

 

Bullgorger: A nominated ogre unit within 6" of the caster (12" if the caster is a Slaughtermaster) benefits from +1 Strength and Hatred whilst this Gut magic spell is in play. This also affects the strength of that unit's Bull Charge. The Butcher must take a Strength 5 hit which can not be prevented by armor or ward saves. This can be cast on a unit in Close Combat.

 

Toothcracker: A nominated ogre unit within 6" of the caster (12" if the caster is a Slaughtermaster) benefits from +1 Toughness and becomes Stubborn whilst this Gut magic spell is in play. The Butcher must take a Strength 6 hit which can not be prevented by armor or ward saves. This can be cast on a unit in Close Combat.

 

Trollguts: A nominated ogre unit within 6" of the caster (12" if the caster is a Slaughtermaster) benefits from Magic Resistance 2 and Regeneration whilst this Gut magic spell is in play. The Butcher must take a single automatic wound which can not be prevented by armor or ward saves. This can be cast on a unit in Close Combat.