0-1 Tyrant – 200 Points
Lord
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Tyrant |
6 |
6 |
4 |
5 |
5 |
5 |
4 |
5 |
9 |
5+ |
Equipment: Ogre Club, Heavy Armor
Options:
Special Rules: Cause Fear, Bellowers, Bull Charge
Slaughtermaster – 200
Points
Slaughtermasters may never be the army general.
Lord
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Slaughtermaster |
6 |
4 |
3 |
4 |
5 |
5 |
3 |
4 |
8 |
- |
Equipment: Ogre Club
Options:
Special Rules: Cause Fear, Bellowers, Bull Charge, Immune to Poison
Bruiser– 130 Points
Hero
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Bruiser |
6 |
5 |
4 |
5 |
5 |
4 |
3 |
4 |
8 |
5+ |
Equipment: Ogre Club, Heavy Armor
Options:
Special Rules: Cause Fear, Bellowers, Bull Charge, Army
Hunter – 130 Points
Hunters may never be
the army general.
Hero
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
Special Rules: Cause Fear, Bull Charge, Sic ‘Em Boys, Loner
Butcher – 130 Points
Butchers may never be
the army general.
Hero
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Butcher |
6 |
3 |
2 |
4 |
5 |
4 |
2 |
3 |
7 |
- |
Equipment: Ogre Club
Options:
Special Rules: Cause Fear, Bellowers, Bull Charge, Immune to Poison
1+ Bulls – 32 Points/model
Core
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
Special Rules: Cause Fear, Bellowers, Bull Charge
Ironguts – 45
Points/model
Core
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
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
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
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
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
Special Rules: Largely Insignificant, Bicker, Scout, Skirmish
Leadbelchers – 60
Points/model
Special
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
Special Rules: Cause Fear, Bellowers, Bull Charge
Yhetees – 60
Points/model
Special
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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:
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
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Maneater |
6 |
4 |
4 |
5 |
4 |
3 |
3 |
4 |
8 |
- |
Unit Size: 1+
Equipment: Ogre Club, Heavy Armor
Options:
Special Rules: Cause Fear, Bellowers, Bull Charge, Stubborn, Immune to Psychology
Slavegiant – 175
Points/model
Rare
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
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.