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Warhammer - Ogre Kingdoms 1.6

The document is an unofficial army list for the Ogre Kingdoms in Warhammer, detailing army special rules, units, magic items, and spells. It includes specific character types, their abilities, and various magical artifacts available to them. The text serves as a comprehensive guide for players looking to utilize the Ogre Kingdoms in gameplay, providing essential information on unit capabilities and strategies.

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0% found this document useful (0 votes)
34 views45 pages

Warhammer - Ogre Kingdoms 1.6

The document is an unofficial army list for the Ogre Kingdoms in Warhammer, detailing army special rules, units, magic items, and spells. It includes specific character types, their abilities, and various magical artifacts available to them. The text serves as a comprehensive guide for players looking to utilize the Ogre Kingdoms in gameplay, providing essential information on unit capabilities and strategies.

Uploaded by

mitsialia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARHAMMER ARMIES:

OGRE
KINGDOMS

By Mathias Eliasson
v.1.6
UNOFFICAL ARMY LIST
1
CONTENTS
ARMY SPECIAL RULES ................................................ 3 SPECIAL UNITS ..............................................................23
THE LORE OF THE GREAT MAW .......................... 5 Leadbelchers...................................................... 23
BIG NAMES OF THE OGRES .....................................6 Mournfang Cavalry ........................................... 24
MAGIC ITEMS.................................................................... 7 Maneaters .......................................................... 25
Yhetees .............................................................. 26
Magic Weapons ....................................................7 Gorgers .............................................................. 26
Magic Armour ......................................................8 Sabretusks.......................................................... 27
Talismans .............................................................8 Cragbeasts ......................................................... 27
Arcane Items ........................................................9 Rhinox War Chariot ........................................... 28
Enchanted Items .................................................10 Gnoblar Trappers ............................................... 28
Magic Standards ................................................. 11 Gnoblar Scraplauncher ...................................... 29
LORDS ...................................................................................12 Gnoblar Skewerslinger ...................................... 30
Tyrant .................................................................12 RARE UNITS ...................................................................... 31
Slaughtermaster ..................................................13 Grimhorn Rhinox Riders ................................... 31
HEROES ............................................................................... 14 Ironblaster.......................................................... 32
Bruiser ................................................................ 14 Stonehorn .......................................................... 33
Butcher ...............................................................15 Thundertusk ....................................................... 34
Hunter ................................................................ 16 Ice Mammoth .................................................... 35
Firebelly .............................................................17 Slave Giant ........................................................ 37
Yhetee Rimespeaker...........................................18 SPECIAL CHARACTERS (LORDS) ...................... 39
Gnoblar Honcho .................................................19 Greasus Goldtooth ............................................. 39
CHARACTER MOUNTS ............................................. 20 Ghark Ironskin ................................................... 40
Mournfang..........................................................20 Skrag the Slaughterer ........................................ 41
Grimhorn Rhinox ...............................................20 Groth Onefinger ................................................ 42
Great Mawpot ....................................................20 Morg Magmaborn .............................................. 43
CORE UNITS......................................................................21 SPECIAL CHARACTERS (HEROES) ................... 44
Ogre Bulls ..........................................................21 Golgfag Maneater .............................................. 44
Ironguts ..............................................................21 Bragg the Gutsman ............................................ 44
Gnoblar Fighters ................................................22 Braugh Slavelord ............................................... 45
Jhared the Red ................................................... 45

2
ARMY SPECIAL RULES
This section of the book describes all the different units GREAT THROWING SPEAR
used in an Ogre Kingdoms army, along with any rules A great throwing spear has the following profile:
necessary to use them in your games of Warhammer.
Where a model has a special rule that is explained in Range: Strength: Special Rules:
the Warhammer rulebook, only the name of that rule is 18" As user Quick to Fire
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However,
there are a number of commonly recurring ‘army GUTPLATE
special rules’ that apply to several Ogre Kingdoms A model with a gutplate gains a 6+ armour save against
units, and these are detailed here. attacks to the front.

BENEATH CONTEMPT IRONFIST


Gnoblars have the Expendable special rule. In addition, Buckler. If a model with an ironfist rolls a natural 6
even other Gnoblars treat them as being Expendable. when making a Parry save, it automatically inflicts an
extra Hit back onto the model or unit that struck the
BICKER blow. In addition, a model using an ironfist benefits
Roll a D6 at the beginning of each of your turns for from the Parry special rule even while mounted.
each unit with this special rule that is not in combat or
fleeing and has a Unit Strength of 5 or more. If a unit HARPOON LAUNCHER
rolls a 1 it may not move in the Movement phase or A harpoon launcher has the following profile:
shoot in the Shooting phase this turn.
Range: Strength: Special Rules:
OGRE CHARGE 36" 5 Move or Fire,
Each model on foot with the Ogre Charge special rule Multiple Wounds (D3)
that successfully charges an enemy has the Impact Hits
(1) special rule. Models with this special rule that are OGRE PISTOLS
part of a unit with ranks add their current Rank Bonus Ogre pistols have the following profile:
to the Strength of the Impact Hits they inflict. In
addition, they count as having one more rank than their Range: Strength: Special Rules:
actual number for the purpose of determining Steadfast 24" 4 Armour Piercing (1),
in any turn that they charge. Multiple Shots (2)*,
Quick to Fire
BLOOD VULTURE
A blood vulture is treated as a missile weapon with the In close combat, a Ogre pistol counts as an additional
following profile: hand weapon that does not give the model the Parry
special rule.
Range: Strength: Special Rules: *Requires a brace of Ogre pistols.
36" 4 Quick to Fire
ORIENTAL LONGSWORD
Oriental longswords have the following profile:
A Blood Vulture ignores all To Hit modifiers.
Range: Strength: Special Rules:
CHAINTRAP
Combat As user Armour Piercing (1),
A chaintrap has the following profile: Parry (6+)
Range: Strength: Special Rules:
6" 6 Killing Blow,
Quick to Fire

3
ARMY SPECIAL RULES
LUCK-GNOBLAR LOOK-OUT GNOBLAR
An Ogre with a Luck-Gnoblar may re-roll a single Any character in a unit with a Look-out Gnoblar
Armour or Ward save, once per battle. benefits from the 'Look Out Sir!' special rule as long as
there are three rank and file models of the same troop
SWORD-GNOBLAR type remaining in the unit.
An Ogre with a Sword-Gnoblar benefits from one extra
Strength 2 attack per close combat round, at the NAME-GNOBLAR
Weapon Skill of the owning model (the opponent's For each Name-Gnoblar an Ogre has, he can choose an
attention is elsewhere!). additional Big Name.

TOOTH-GNOBLAR SCALP-GNOBLAR
One use only. After attempting to cast a spell from the One use only. A Butcher with a Scalp-Gnoblar may re-
Lore of the Great Maw, a Butcher with a Tooth- roll a single dice when attempting to cast a spell from
Gnoblar may choose to sacrifice one to get +1 to his the Lore of the Great Maw.
casting value.

4
THE LORE OF THE GREAT
MAW
BLOODGRUEL ROCKCHOMPER
Lore Attribute Level 3 Cast on 7+
Roll a D6 immediately after resolving the effects of a Rockchomper is an augment spell with a range of 18".
successfully cast spell from the Lore of the Great Maw. The target gains the Armour Piercing (1) and Killing
On a roll of 2-6, the Wizard that cast the spell recovers Blow special rules until the start of the caster's next
one lost Wound (up to his starting number of Wounds), Magic phase.
and adds +1 to the total rolled on the dice the next time
he attempts to cast or dispel a spell. On a roll of 1 the TOOTHCRACKER
Wizard that cast the spell suffers a Strength 6 hit. Level 3 Cast on 7+
Toothcracker is an augment spell with a range of 18".
SPINEMARROW The target gains +1 Toughness until the start of the
Signature Spell Cast on 5+ caster's next Magic phase.
Spinemarrow is an augment spell with a range of 18".
The target has the Stubborn special rule until the start FEAST OF THE FALLEN
of the caster's next Magic phase. Level 3 Cast on 10+
Remains in play. Feast of the Fallen is an augment
BILEBREW spell with a range of 18" that targets Monstrous
Level 1 Cast on 6+ Infantry. While the spell is in effect, at the end of each
Bilebrew is an augment spell with a range of 18". The round of close combat (before break tests are taken),
target gains the Hatred special rule until the start of the the target unit regains a Wound suffered earlier during
caster's next Magic phase. the game for every unsaved Wound they cause in close
combat. Wounds are restored in the same manner as a
BLOOD FEAST summoning spell.
Level 1 Cast on 6+
Blood Feast is an augment spell with a range of 18". VORACIOUS MAW
The target gains the Frenzy special rule until the start Level 4 Cast on 11+
of the caster's next Magic phase. Voracious Maw is a summoning spell. Place the large
round template anywhere within 24" of the Wizard.
BULLGORGER The template is considered Dangerous Terrain for all
Level 1 Cast on 6+ models, except that all tests fail on a 1-2 rather than a
Bullgorger is an augment spell with a range of 18". 1. If the Voracious Maw inflicts five or more unsaved
The target gains +1 Strength until the start of the Wounds in a single phase, the template is removed.
caster's next Magic phase.
TROLLGUTS
BONECRUSHER Level 4 Cast on 12+
Level 2 Cast on 7+ Trollguts is an augment spell with a range of 18". The
Bonecrusher is a magic missile with a range of 18" target has the Regeneration (4+) special rule until the
that causes 2D6 Strength 2 hits which Ignores Armour start of the caster's next Magic phase.
saves.
THE GREAT MAW AWAKENS
BRAINGOBBLER Level 4 Cast on 15+
Level 2 Cast on 7+ Remains in play. The Great Maw Awakens is a magical
Braingobbler is a hex spell with a range of 18". The vortex that uses the small round template. Any model
target must take a Panic test. If the test is passed, the touched by the template at any point during its move
unit gains the Stupidity special rule until the start of the must take an Initiative test. Models that pass the test
caster's next Magic phase. suffer a Strength 3 hit. Models that fail the test suffer a
Strength 7 hit with the Multiple Wounds (D6) special
GREASY DELUGE rule.
Level 2 Cast on 7+
Greasy Deluge is a hex spell with a range of 24". The
target suffer -1 To Hit in close combat and with missile
weapons until the start of the caster's next Magic phase.

5
BIG NAMES OF THE OGRES
Certain models are able to spend points on a Big Name, as detailed in the army list. No big name may be taken
more than once in the same army.

DEATHCHEATER 20 points GIANTBREAKER 15 points


Starting from the end of the phase in which a character A character with the Giantbreaker name has +1
with a Deathcheater is down to their last Wound, he Strength on his profile. He may never refuse
receives a 3+ Ward save. challenges, and neither he nor a unit he is with may
choose to flee as a charge reaction.
MOUNTAINEATER 20 points
A Mountaineater will never be wounded on a score MAWSEEKER 15 points
better than a 3+. Hits that cause automatic Wounds are A character with the Mawseeker name has +1
unaffected. Toughness on his profile. It also suffers from the
Stupidity special rule.
KINEATER 20 points
Tyrants only. Any friendly unit within 12" of a Kineater BRAWLERGUTS 10 points
may re-roll failed Panic tests. Model on foot only. Brawlerguts gain the Impact Hits
(D3) special rule.
BEASTKILLER 15 points
Hunters only. When making attacks against War WALLCRUSHER 10 points
Beasts, Monstrous Beasts or Monsters, the Beastkiller Wallcrushers do one additional Impact Hit on a
gains +1 on his rolls To Wound. If the character is successful Ogre Charge. In addition, Wallcrushers
using a magic weapon, then he does not get this bonus. ignore all the effects of obstacles when attacking units
that are defending them – he is likely to barge through
DAEMONKILLER 15 points or smash it down on top of the foe. This does not
Tyrants only. A Tyrant with the Daemonkiller name benefit a unit he joins.
causes Terror.
LONGSTRIDER 5 points
A character with the Longstrider big name gains +1 to
its Movement value.

6
MAGIC ITEMS
This section contains the rules for some of the most iconic and powerful magical artefacts used by the Ogres.
These may be used in addition to the magic items found in the Warhammer rulebook.

MAGIC WEAPONS THE TENDERISER 30 points


Great weapon. The Tenderiser gives the wielder the
FROSTFANG 50 points Multiple Wounds (D3) special rule.
The bearer gains the Ice Attacks special rule. In BLOODCLEAVER 30 points
addition, at the start of each round of close combat, roll
Butcher or Slaughtermaster only. Every time the
a D6. On a 4+, all attacks made by this weapon are
wielder causes an unsaved wound with the
increased by +1 Strength for the duration of the game.
Bloodcleaver, he may regain one wound he lost earlier
This effect is cumulative.
in the battle.
THUNDERMACE 35 points
FROSTSHARD JAVELINS 30 points
Great weapon. The wielder may choose to exchange all
Hunter only. Great Throwing Spear. Attacks made with
of his Attacks in close combat to make a single
these javelins have the Ice Attacks special rule.
'Thundercrush Attack'. Roll To Hit against the highest
Weapon Skill amongst the enemy models in base
THE FANG OF GHUR 20 points
contact. If the Thundercrush Attack hits, place the
small template anywhere so that it is touching the The wielder of this weapon gains the Frenzy and
wielder's base. Any infantry, war beasts or swarm Armour Piercing (1) special rules.
models that lie underneath the template (friend or foe!)
SKY-TITAN SCATTER PISTOLS 20 points
suffer a single Strength 3 hit. The model under the
template's central hole instead suffers a single Strength Brace of Ogre Pistols. All shots from these weapons
9 hit with the Multiple Wounds (D3) special rule. A are resolved at Strength 5.
model with any other troop type beneath the template is
too big to be crushed, and doesn't suffer any hits.
BELLOWING BLADE 15 points
The wielder of this weapon may re-roll one failed To
SIEGEBREAKER 30 points Hit or To Wound roll each round of close combat for
Great weapon. Roll To Hit against the enemy's every enemy Character within 12".
Initiative instead of his Weapon Skill, and no Parry
saves are allowed – it is impossible to deflect a blow
BLADE OF ALL-FROST 15 points
from the weapon. In addition, when assaulting models For every successfully Wound this weapon inflicts on
in a building, the wielder can make a 'Siegebreaker an enemy Character, Monstrous Creature or Monster,
Attack' instead of attacking normally in the Close that model suffer -1 Strength and Toughness for the
Combat phase. A Siegebreaker Attack inflicts D6 hits remainder of the game.
with a Strength equal to the height of the building in
inches, up to a maximum Strength of 10 (so, for HEADSMASHER 15 points
example, models in a building that is 6 inches high Great weapon. Headsmasher gives the wielder the
would suffer D6 Strength 6 hits). Measure from the Killing Blow special rule.
base of the building to its highest point.
SPLATTER-CLEAVER 10 points
Butcher or Slaughtermaster only. Every time the
wielder causes an unsaved wound with the Splatter-
cleaver, he gains +1 Leadership for the duration of the
close combat round.

7
MAGIC ARMOUR TALISMANS
GREEDY FIST 40 points GNOBLAR THIEFSTONE 40 points
Ironfist. The wearer gains +1 Strength and a Ward save A Gnoblar Thiefstone grants the bearer Magic
(6+). If a Magic Weapon inflicts a Wound that is saved Resistance (1). In addition, roll on the following table
by this Ward save, its magical properties are consumed when the model is deployed to see if the Thiefstone has
by the Greedy Fist; from the end of this close combat it helped them to 'find' any useful items. Note that this
is treated as a normal, non-magical weapon of the same may result in the bearer of the Thiefstone having two or
type for the remainder of the game. In addition, an more Talismans. In addition, if a character is killed in
enemy Wizard loses a Wizard level and a randomly close combat while being in base contact with the
selected spell each time they are hit by an Ogre model wearing the Thiefstone, you will automatically
wearing the Greedy Fist. be allowed to pick up any one Magic Item (except
Magic Standards) that the slain character might have
MASTODON ARMOUR 30 points had, as long as the bearer does not already have a
Light armour. If the wearer is killed by an attack that is magic item of that type. The model with the Thiefstone
not made in close combat, roll a D6; on a 2+, they will may then use that item itself for the rest of the battle.
remain in play with one Wound remaining.
D6 Result
GUT MAW 25 points 1 Nothing
Gut-plate. An Ogre wearing the Gut Maw has the 2 Luckstone
Terror special rule. In addition, he recovers one lost 3 Talisman of Protection
Wound (up to his starting number) for each unsaved 4 The Other Trickster's Shard
Wound he causes in a challenge. 5 The Ruby Ring of Ruin
6 Talisman of Preservation
BULLGUT 15 points
Model on foot only. Gut-plate. The Bullgut gives the GREYBACK PELT 30 points
wearer the Impact Hits (D3) special rule, and all Impact Hunter only. The Greyback Pelt gives the bearer the
Hits have the Armour Piercing (1) special rule. Forest Strider, Hill Strider, Ice Attacks, and Magical
Attacks special rules.
KATTANAK BROWPLATE 15 points
Gut-plate. The wearer gains +1 Leadership. In addition, SPANGLESHARD 30 points
all War Beasts and Monstrous Beasts suffer -1 To Hit For each Wound the bearer of the Spangleshard suffers,
against him. roll a D6. If this roll is higher than the result of the To
Wound roll, that wound is ignored.
GREATSKULL 10 points
Gut-plate. Any Wizard that targets the bearer with a BATTERED TALISMAN 25 points
spell will miscast on any roll of any double. The bearer of this item gains a 4+ Ward save against
Attacks with Strength 5 or more.
GRAWL'S GUT-PLATE 10 points
Gut-plate. The bearer of this item and any unit they are CATHAYAN JET PENDANT 25 points
with adds +D3" to their charge distance while within The bearer of the Cathayan Jet gains the Magic
18" of any enemy unit. Resistance (3) special rule. This has no effect on spells
from the Lore of Yin and Yang.
ICE MAMMOTH SKULL PLATE 10 points
Gut-plate. The wearer may re-roll failed armour saves. THE PELT OF CHARNGAR 25 points
Hunter only. The bearer of this item gains the Natural
SKULLPLUCKER 10 points Armour (6+) and Regeneration (5+) special rules.
Ironfist. Any hits made with the Skullplucker have the
Killing Blow special rule. THE RIME SHROUD 25 points
All successful To Hit rolls with missile attacks
targeting the bearer of this item must be re-rolled.

SHRUNKEN PRIEST HEAD 20 points


Butcher or Slaughtermaster only. The bearer of this
item gains a 5+ Ward save against the first wounding
hit each phase.

WYRDSTONE NECKLACE 20 points


The wearer of the Wyrdstone Necklace gains a 5+
Ward save. However, they must take a pass Toughness
test at the start of each of their turns or suffer a wound
with no saves allowed.
8
ARCANE ITEMS THE HUNGRY MAW 30 points
One use only. The Hungry Maw can be used after
HELLHEART 50 points successfully dispelling an enemy spell. When used, the
enemy spell can no longer be used for the remainder of
One Use Only. The Hellheart can be used at the start of
the game.
one of the opposing side's Magic phases, immediately
after rolling for the Winds of Magic. All enemy HALFLING COOKBOOK 25 points
Wizards within 12" of the bearer must roll 2D6 on the
A model with the Halfling Cookbook may re-roll one
Miscast table. Special rules or magic items that affect a
dice (except 1's) per casting roll when using the Lore of
normal miscast roll can be used against miscasts
the Great Maw.
caused by the Hellheart. After resolving all the
Miscasts, add an extra dispel dice to the Ogre's dispel
DRAGON HEART 20 points
pool for each enemy Wizard that was forced to roll on
One use only. This item can be used at the start of any
the Miscast table.
of your Magic phase. For the duration of this turn, the
GRUT'S SICKLE 30 points bearer may re-roll failed casting attempts.
At the start of the Ogre Magic phase, the bearer of
FLASK OF CONGEALED
Grut's Sickle can inflict a single Wound on any unit he
MAW-JUICES 20 points
has joined. If he does so, then he adds +2 to all casting
rolls he makes during that Magic phase. A Wound Model with Great Mawpot only. One use only. This
inflicted by Grut's Sickle is distributed as a shooting item can be used at the start of any of your Magic
attack, and may not be saved in any way. Roll 2D6 at phases. For the duration of this turn, you may add one
the end of each Magic phase where Grut's Sickle is free power dice to each of the model's casting attempts.
used; on a roll of 3 or more nothing happens, but on a
roll of double 1 the unit turns upon and slays the
BLOODROCK TALISMAN 20 points
wielder of Grut's Sickle, and he is removed as a The bearer of this item gains a +2 dispel bonus if they
casualty with no saves of any kind allowed. are within 12" of the casting Wizard.

BANGSTICK 35 points WIZARDFLESH APRON 20 points


Bound Spell, Power Level 5. The Bangstick contains a Wizard with the Lore of the Great Maw only. At the
magic missile with a range of 24" that causes 2D6 start of each of your Magic phases, the bearer of this
Strength 4 Hits with the Flaming Attacks special rule. item can pick one additional spell from the Lore of the
Great Maw of those normally available to them and
cast it this turn.

9
ENCHANTED ITEMS ELIXIR OF FROSTWYRM 15 points
One use only. The bearer gains a Strength 4 Breath
TOKENS OF THE EVERWINTER 30 points Weapon attack with the Ice Attacks special rule.
However, after using it they will automatically suffer a
One use only. This can be used at the start of any round
Wound with no saves allowed.
of close combat. For the duration of this turn, the
model (but not any mount) gains +1 Strength as well as FROST-TALON SHARDBOLTS 15 points
the Always Strikes First and Natural Armour (5+)
Hunter with Harpoon Launcher only. All shots fired by
special rules.
their weapon have the Ice Attacks and Magical Attacks
BRAND OF THE SVARD 25 points special rules.
Mounted model only. The bearer's mount gain +1 To GREASE-SMEARED TUSKS 15 points
Hit in close combat.
Butcher or Slaughtermaster only. All friendly
GNOBLAR BLAST KEG 25 points Monstrous Beasts, Monstrous Creatures and Monsters
within 12" gain +1 to their Movement.
Tyrant or Bruiser only. One use only. This item can be
used during any of your Shooting phases. Place the JADE LION 15 points
small round template anywhere within 6" – it scatters
The bearer of the Jade Lion and any unit they are with
D3". Any model touched by the template suffers a
may re-roll any failed Psychology tests. If the unit flees
Strength 3 Hit with the Armour Piercing (1) special
for any reason, this benefit is lost for the remainder of
rule. The model under the whole suffers a Strength 6
the game.
Hit with the Armour Piercing (1) and Multiple Wounds
(D3) special rules.
BATTLE BREW 10 points
THE SEAT OF ALVAGR 25 points One use only. The bearer may use this item at the start
of any of your turns. If they do so, they gain +1 To Hit
Mounted model only. The model may make double
and To Wound in Close Combat this turn. However, at
their normal amount of Stomps.
the end of that round of close combat (before break
BLEEDING SKULL OF DRAGAAR 20 points tests are taken), they must pass a Toughness test or
suffer a Wound with no saves allowed.
Tyrant, Bruiser or Hunter only. The bearer of this item
can channel dispel dice in the same manner as a Level FLASK OF STONEHORN BLOOD 10 points
2 Wizard.
One use only. The bearer may use this item at the start
GRUESOME TROPHY RACK 20 points of any of your turns. If they do so, all attacks targeting
them must re-roll successful rolls To Wound for the
Tyrant only. Any unit joined by this model may re-roll
duration of this turn.
1's To Hit in close combat.
SKULLMANTLE 10 points
SHATTERSTONE 20 points
Butcher or Slaughtermaster only. Any enemy unit
All enemy units within 12" of the bearer of this item
forced to take any Leadership tests due to the bearer or
treat all terrain features as Dangerous Terrain. Terrain
a unit they have joined suffers a -1 penalty to their
that is already Dangerous Terrain makes them fail the
Leadership.
test on a 1-2 instead of just a 1.
FISTFUL OF LAURELS 5 points
BRAHMIR STATUE 15 points
One use only. The model with the Fistful of Laurels
Any Psychology tests caused by the bearer of the
and any unit they are with may re-roll their first failed
Brahmir Statue (or any unit they are with) on any
Break test in the game using an additional D6 and
Beastmen unit are taken with a -3 Leadership penalty.
discard the highest result.
ALVAGR RUNE-TOKENS 15 points
ROCK EYE 5 points
One use only. This item can be used at the start of any
At the beginning of each Ogre turn, pick one unit in the
round of close combat. The wielder gains the Ice
line of sight of the bearer of the Rock Eye. The
Attacks special rule for the duration of this round.
opposing player must announce the presence of all
Magic Items, Hidden models and the like that unit
CARVALOX FLANK 15 points
might have.
All friendly units of Yhetees within 12" of the bearer
gain +2 to their Movement.

10
MAGIC STANDARDS that combat. However, they may not Overrun and must
Pursue the enemy if possible.
DRAGONHIDE BANNER 50 points
RUNE MAW 25 points
The unit carrying this standard can re-roll all To Hit, To
When any enemy spell targeting a unit with this
Wound and saving throw rolls of 1 on the turn they
standard is successfully cast, roll a D6. On a roll of 2+,
make a successful charge. In addition, the bearer of the
the caster must choose a new target for the spell. If no
banner can use it to unleash an icy blast. This is a
other target is available (because no other target is in
Strength 3 Breath Weapon with the Ice Attacks special
range or all eligible units have already been targeted,
rule.
for example), then the spell is wasted but still counts as
having been cast. Spells that do not specifically target
BANNER OF THE GREAT MAW 25 points
the unit are not affected by the Rune Maw.
The unit carrying this standard gains the Killing Blow
special rule. BULL STANDARD 15 points
The unit carrying this standard re-roll failed To Wound
CANNIBAL TOTEM 25 points
rolls for their Impact Hits.
If the unit carrying the this standard is in base contact
with an enemy Troop Type with the same or higher RAGBANNER 15 points
Unit Strength as them, all models in the unit re-roll
The unit carrying this standard rolls have the Cold-
failed To Hit and To Wound rolls in the first round of
blooded special rule when taking Panic tests.

11
LORDS
TYRANT
Profile M WS BS S T W I A Ld Points
Tyrant 6 6 4 5 5 5 4 5 9 215

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

OPTIONS:
• May choose one of the following:
- Additional hand weapon +5 points
- Spear +5 points
- Light lance +5 points
- Polearm +10 points
- Great weapon +15 points
• May choose one of the following:
- Ogre pistol +8 points
- Brace of Ogre pistols +11 points
• May take an ironfist +6 points
• May take light armour +10 points
• May take up to 2 Name-Gnoblars +3 points/Gnoblar
• May take up to 2 Sword-Gnoblars +3 points/Gnoblar
• May take a Luck-Gnoblar +5 points
• May be mounted on one of the following:
- Mournfang +45 points
- Grimhorn Rhinox +96 points
- Rhinox War Chariot (replacing the crew) +135 points
• May take Big Names and/or Magic Items up to a total of 100 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge

12
LORDS
SLAUGHTERMASTER
Profile M WS BS S T W I A Ld Points
Slaughtermaster 6 4 3 4 5 5 3 4 8 255

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon

MAGIC: A Slaughtermaster is a Level 3 Wizard who uses spells from the Lore of Beasts, Heavens, Death or the Great
Maw. However, if you field any Butchers/Slaughtermasters in your army, at least one of them must choose his spells
from the Lore of the Great Maw.

OPTIONS:
• May be upgraded to a Level 4 Wizard +35 points
• May choose one of the following:
- Additional hand weapon +5 points
- Great weapon +12 points
• May take up to 2 Scalp-Gnoblars +5 points/Gnoblar
• May take up to 2 Tooth-Gnoblars +5 points/Gnoblar
• May take a Great Mawpot +100 points
• May take Magic Items up to a total of 100 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge, Immunity (Poisoned Attacks)

13
HEROES
BRUISER
Profile M WS BS S T W I A Ld Points
Bruiser 6 5 4 5 5 4 3 4 8 135

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

OPTIONS:
• One Bruiser may carry the Battle Standard +25 points
• May choose one of the following:
- Additional hand weapon +4 points
- Spear +4 points
- Light lance +4 points
- Polearm +8 points
- Great weapon +12 points
• May choose one of the following:
- Ogre pistol +7 points
- Brace of Ogre pistols +10 points
• May take an ironfist +5 points
• May take light armour +10 points
• May take a Name-Gnoblar +3 points
• May take up to 2 Sword-Gnoblars +3 points/Gnoblar
• May take a Luck-Gnoblar +5 points
• May be mounted on one of the following:
- Mournfang +30 points
- Grimhorn Rhinox +96 points
- Rhinox War Chariot (replacing the crew) +135 points
• May take Big Names and/or Magic Items up to a total of 50 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge

UPGRADES:
• Battle Standard: The Battle Standard Bearer can have a magic banner with no points limit. However, a model
carrying a magic standard can only carry other magic items up to a total of 25 points.

14
HEROES
BUTCHER
Profile M WS BS S T W I A Ld Points
Butcher 6 3 2 4 4 4 2 3 7 110

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon

MAGIC: A Butcher is a Level 1 Wizard who uses spells from the Lore of Beasts, Heavens, Death or the Great Maw.
However, if you field any Butchers/Slaughtermasters in your army, at least one of them must choose his spells from the
Lore of the Great Maw.

OPTIONS:
• May be upgraded to a Level 2 Wizard +35 points
• May choose one of the following:
- Additional hand weapon +4 points
- Great weapon +9 points
• May take up to 2 Scalp-Gnoblars +5 points/Gnoblar
• May take up to 2 Tooth-Gnoblars +5 points/Gnoblar
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge, Immunity (Poisoned Attacks)

15
HEROES
HUNTER
Profile M WS BS S T W I A Ld Points
Hunter 6 4 4 5 5 4 3 3 9 130

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

OPTIONS:
• May choose one of the following:
- Additional hand weapon +4 points
- Spear +4 points
- Light lance +4 points
- Great weapon +12 points
• May choose one of the following:
- Blood Vulture +6 points
- Chain trap +6 points
- Great Throwing Spear +6 points
- Harpoon Launcher +10 points
• May be mounted on a Stonehorn (replacing the Rider) +250 points
• May take Big Names and/or Magic Items up to a total of 50 points

SPECIAL RULES: Loner, Natural Armour (6+), Ogre Charge, Scouts


• Their Master's Voice: Models with this special rule can join units of War Beasts and Monstrous Beasts.
NOTES:
• A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6. However, they lose the
Natural Armour (6+) and Scouts special rule.

16
HEROES
FIREBELLY
Profile M WS BS S T W I A Ld Points
Firebelly 6 3 2 4 4 4 2 3 7 130

TROOP TYPE: Monstrous Infantry (Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

MAGIC: A Firebelly is a Level 1 Wizard who uses spells from the Lore of Fire.

OPTIONS:
• May be upgraded to a Level 2 Wizard +35 points
• May choose one of the following:
- Additional hand weapon +4 points
- Great weapon +9 points
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Flaming Attacks, Immunity (Flaming Attacks), Natural Armour (6+), Ogre Charge
• Fire Breath: A model with this special rule has a Strength 3 Breath Weapon with the Flaming Attacks special
rule.

17
HEROES
YHETEE RIMESPEAKER
Profile M WS BS S T W I A Ld Points
Yhetee Rimespeaker 7 3 3 5 4 4 4 4 8 160

TROOP TYPE: Monstrous Infantry (Character, Yhetee)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +4 points
- Great weapon +12 points

SPECIAL RULES: Flammable, Forest Strider, Hill Strider, Ice Attacks, Loner, Magical Attacks
• Ice Breath: Rimespeakers have a Strength 3 Breath Weapon with the Ice Attacks and Magical Attacks special
rules.
• Everwinter Prayers: A model with this special rule knows the three Prayers listed below. They may attempt to
use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If
passed, the Prayers is answered and take immediate effect.
- Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start
of your next turn.
- Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
- Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.

18
HEROES
GNOBLAR HONCHO
Profile M WS BS S T W I A Ld Points
Gnoblar Honcho 4 4 5 3 4 2 5 3 6 25

TROOP TYPE: Infantry (Character, Gnoblar)

BASE SIZE: 20x20

EQUIPMENT: Hand weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapon +2 points
- Great weapon +9 points
• May choose one of the following:
- Throwing weapons +3 points
- Sling +5 points
• May take Magic Items up to a total of 25 points

SPECIAL RULES: Beneath Contempt, Bicker

19
CHARACTER MOUNTS
MOURNFANG
Profile M WS BS S T W I A Ld Points
Mournfang 8 3 0 5 4 3 2 3 5 -

TROOP TYPE: Mosntrous Beast (Animal)

BASE SIZE: 50x100

SPECIAL RULES: Impact Hits (D3), Natural Armour (6+)

NOTES:
• A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.

GRIMHORN RHINOX
Profile M WS BS S T W I A Ld Points
Grimhorn Rhinox 6 3 0 5 5 4 2 4 5 -

TROOP TYPE: Monstrous Creature (Animal)

BASE SIZE: 50x100

SPECIAL RULES: Frenzy, Impact Hits (D3), Natural Armour (6+)

NOTES:
• A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.

GREAT MAWPOT
Profile M WS BS S T W I A Ld Points
Great Mawpot - - - - 6 5 - - - -

TROOP TYPE: War Machine

SPECIAL RULES:
• Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the
Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the
range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The
Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed,
the Great Mawpot is also removed as a casualty.
• Battlebroth: Whenever the Slaughtermaster casts an augment spell, the target unit regains 1 Wound's worth of
models, just like a Summoning spell.

20
CORE UNITS
OGRE BULLS
Profile M WS BS S T W I A Ld Points
Ogre Bull 6 3 2 4 4 3 2 3 7 29

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

OPTIONS:
• May choose one of the following:
- Additional hand weapons +3 points/model
- Ironfists +3 points/model
• May upgrade one Ogre Bull to a Leader +5 points
• May upgrade one Ogre Bull to a Musician +5 points
• May upgrade one Ogre Bull to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 25 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge

IRONGUTS
Profile M WS BS S T W I A Ld Points
Irongut 6 3 2 4 4 3 2 3 8 43

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40

EQUIPMENT: Great weapon, light armour, gut-plate

OPTIONS:
• May upgrade one Irongut to a Leader +5 points
• May upgrade one Irongut to a Musician +5 points
• May upgrade one Irongut to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 50 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge


• Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the
Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.

21
CORE UNITS
GNOBLAR FIGHTERS
Profile M WS BS S T W I A Ld Points
Gnoblar Fighter 4 2 3 2 3 1 3 1 5 2.5

UNIT SIZE: 20+

TROOP TYPE: Infantry (Gnoblar)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, throwing weapon

OPTIONS:
• May choose one of the following:
- Additional hand weapons +1 point/model
- Shields +1 point/model
• May upgrade one Gnoblar Fighter to a Leader +5 points
• May upgrade one Gnoblar Fighter to a Musician +5 points
• May upgrade one Gnoblar Fighter to a Standard Bearer +10 points

SPECIAL RULES: Beneath Contempt, Bicker

22
SPECIAL UNITS
LEADBELCHERS
Profile M WS BS S T W I A Ld Points
Leadbelcher 6 3 3 4 4 3 2 3 7 42

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, Leadbelcher gun, gut-plate


• Leadbelcher gun: Leadbelcher guns have the following profile:
Range: Strength: Special Rules:
24 4 Armour Piercing (1), Multiple Shots (D6), Rapid Fire, Slow to Fire

OPTIONS:
• May upgrade one Leadbelcher to a Leader +5 points
• May upgrade one Leadbelcher to a Musician +5 points
• May upgrade one Leadbelcher to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 25 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge

23
SPECIAL UNITS
MOURNFANG CAVALRY
Profile M WS BS S T W I A Ld Points
Ogre 6 3 2 4 4 3 2 3 7 68
Mournfang 8 3 0 5 4 3 2 3 5

UNIT SIZE: 2+

TROOP TYPE: Monstrous Cavalry (Ogre)

MOUNT: Mournfang (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, light armour, gut-plate

OPTIONS:
• May choose one of the following:
- Ironfists +3 points/model
- Great weapons +9 points/model
• May upgrade one Ogre to a Leader +5 points
- May take a brace of Ogre Pistols 6 points
• May upgrade one Ogre to a Musician +5 points
• May upgrade one Ogre to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 25 points

SPECIAL RULES: Impact Hits (D3), Natural Armour (5+)

NOTES:
• Mournfang Cavalry have a Unit Strength and Line of Sight value of 4.

24
SPECIAL UNITS
MANEATERS
Profile M WS BS S T W I A Ld Points
Maneater 6 4 4 5 4 3 3 3 8 43

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, gut-plate

OPTIONS:
• Any model may be armed with one of the following (different models may have different weapons):
- Additional hand weapons +3 points/model
- Ironfists +3 points/model
- Oriental longsword +3 points/model
- Ogre pistol +6 points/model
- Polearm +6 points/model
- Brace of Ogre pistols +9 points/model
- Great weapon +9 points/model
• Any model may choose one of the following (different models may have different special rules):
- Armour Piercing (1) +1 point/model
- Devastating Charge +1 point/model
- Killing Blow +2 points/model
- Mighty Blow (1) +2 points/model
- Multiple Wounds (2) +2 points/model
- Parry (6+) +2 points/model
- Poisoned Attacks (close combat only) +2 points/model
- Hatred +3 points/model
• May take light armour +3 points/model
• May upgrade one Maneater to a Leader +5 points
• May upgrade one Maneater to a Musician +5 points
• May upgrade one Maneater to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 50 points

SPECIAL RULES: Immunity (Psychology), Natural Armour (6+), Ogre Charge, Stubborn
• Motley Crew: The models in a unit of Maneaters can have a variety of different weapons and special rules. If
they do, your opponent must make it clear which model they want to allocate their attacks to. Any excess
wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

25
SPECIAL UNITS
YHETEES
Profile M WS BS S T W I A Ld Points
Yhetee 7 3 0 5 4 3 4 3 7 38

UNIT SIZE: 3+

TROOP TYPE: Monstrous Infantry (Yhetee)

BASE SIZE: 40x40

EQUIPMENT: Two hand weapons

OPTIONS:
• May upgrade one Yhetee to a Leader +5 points

SPECIAL RULES: Flammable, Forest Strider, Hill Strider, Ice Attacks, Loner, Magical Attacks

GORGERS
Profile M WS BS S T W I A Ld Points
Gorger 6 3 0 5 5 3 2 4 8 42

UNIT SIZE: 1-5

TROOP TYPE: Monstrous Infantry (Ogre)

BASE SIZE: 40x40 or 50x50

OPTIONS:
• May choose one of the following:
- Additional hand weapons +3 points/model
- Great weapons +12 points/model
• May upgrade one Gorger to a Leader +5 points

SPECIAL RULES: Ambushers, Frenzy, Killing Blow, Natural Armour (6+), Skirmishers, Unbreakable

26
SPECIAL UNITS
SABRETUSKS
Profile M WS BS S T W I A Ld Points
Sabretusk 8 4 0 4 4 2 3 2 4 19

UNIT SIZE: 2+

TROOP TYPE: War Beast (Animal)

BASE SIZE: 25x50

OPTIONS:
• May choose one of the following:
- Ambushers +1 point/model
- Killing Blow +1 point/model
- Scouts +1 point/model

SPECIAL RULES: Fear, Natural Armour (6+)

CRAGBEASTS
Profile M WS BS S T W I A Ld Points
Cragbeast 7 4 0 5 5 3 3 4 4 46

UNIT SIZE: 1+

TROOP TYPE: Monstrous Beast (Animal)

BASE SIZE: 50x50 or 50x75

SPECIAL RULES: Natural Armour (5+)

27
SPECIAL UNITS
RHINOX WAR CHARIOT
Profile M WS BS S T W I A Ld Points
Rhinox War Chariot 5 - - 5 5 5 - - - 130
Charioteer - 3 2 4 - - 2 3 7
Young Rhinox - 3 - 5 - - 2 3 -

TROOP TYPE: Chariot (Armour Save 6+)

CREW: 1 Charioteer (Ogre)

DRAWN BY: 1 Young Rhinox (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, gut-plate

SPECIAL RULES: Fear, Natural Armour (5+)

NOTES:
• A Rhinox War Chariot has a Line of Sight value of 4.

GNOBLAR TRAPPERS
Profile M WS BS S T W I A Ld Points
Gnoblar Trapper 4 2 3 2 3 1 3 1 5 6

UNIT SIZE: 5-20

TROOP TYPE: Infantry (Gnoblar)

BASE SIZE: 20x20 or 25x25

EQUIPMENT: Hand weapon, throwing weapon

OPTIONS:
• May upgrade one Gnoblar Fighter to a Leader +5 points

SPECIAL RULES: Beneath Contempt, Bicker, Scouts, Skirmishers


• Trappers: Enemy units that successfully charge a unit of Gnoblar Trappers' front must take 1 Dangerous Terrain test for
each Trapper in the unit as soon as the charge is completed.

28
SPECIAL UNITS
GNOBLAR SCRAPLAUNCHER
Profile M WS BS S T W I A Ld Points
Scraplauncher 5 - - 5 5 5 - - - 130
Scrapper - 2 3 2 - - 3 1 5
Young Rhinox - 3 0 5 - - 2 3 -

TROOP TYPE: Chariot (Armour Save 6+)

CREW: 7 Scrappers (Gnoblar)

DRAWN BY: 1 Young Rhinox (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, Scraplauncher Catapult


• Scraplauncher Catapult: A scraplauncher catapult is a Stone Thrower with the following profile:
Range: Strength: Special Rules:
12-48" 3(3) Killing Blow

If a misfire is rolled, roll a D6 and consult the Scraplauncher Misfire chart.

D6 Result
1 Kerrr-unch! The Scraplauncher is destroyed.
2 Groink?!? The Scraplauncher may not shoot this turn, and from now on it has the Random
Movement (2D6) special rule, and will move in a random direction.
3-4 Splang! The Scraplauncher suffers one Wound which Ignores Armour Saves, and may not shoot this
turn or in the controlling player's next turn.
5-6 It's Mine! The Scraplauncher may not fire this turn.

SPECIAL RULES: Fear, Natural Armour (6+)

NOTES:
• A Scraplauncher has a Line of Sight value of 4.

29
SPECIAL UNITS
GNOBLAR SKEWERSLINGER
Profile M WS BS S T W I A Ld Points
Skewerslinger 5 - - 5 5 5 - - - 90
Scrapper - 2 3 2 - - 3 1 5
Young Rhinox - 3 0 5 - - 2 3 -

TROOP TYPE: Chariot (Armour Save 6+)

CREW: 7 Scrappers (Gnoblar)

DRAWN BY: 1 Young Rhinox (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, Skewerslinger Bolt Thrower


• Skewerslinger Bolt Thrower: A skewerslinger is a Bolt Thrower with the following profile:
Range: Strength: Special Rules:
48" 6 Multiple Shots (D3), Multiple Wounds (D3), Rapid Fire

The Skewerslinger does not suffer To Hit penalties for moving and shooting. If the To Hit roll for a shooting
attack made by a Skewerslinger is a natural 1, roll a D6 and consult the Skewerslinger Misfire chart.

D6 Result
1 Kerrr-unch! The Skewerslinger is destroyed.
2 Groink?!? The Skewerslinger may not shoot this turn, and from now on it has the Random
Movement (2D6) special rule, and will move in a random direction.
3-4 Splang! The Skewerslinger suffers one Wound which Ignores Armour Saves, and may not shoot this
turn or in the controlling player's next turn.
5-6 It's Mine! The Skewerslinger may not fire this turn.

SPECIAL RULES: Fear, Natural Armour (6+)

NOTES:
• A Skewerslinger has a Line of Sight value of 4.

30
RARE UNITS
GRIMHORN RHINOX RIDERS
Profile M WS BS S T W I A Ld Points
Ogre 6 3 2 4 4 3 2 4 7 100
Grimhorn Rhinox 6 3 0 5 5 4 2 3 5

UNIT SIZE: 2+

TROOP TYPE: Monstrous Creature (Ogre)

MOUNT: Grimhorn Rhinox (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, light armour, gut-plate

OPTIONS:
• May choose one of the following:
- Additional hand weapons +3 points/model
- Ironfists +3 points/model
- Great weapons +9 points/model
• May upgrade one Ogre to a Leader +5 points
- May take a brace of Ogre Pistols 6 points
• May upgrade one Ogre to a Musician +5 points
• May upgrade one Ogre to a Standard Bearer +10 points
- May take a Look-out Gnoblar 5 points
- May take a Magic Standard worth up to 50 points

SPECIAL RULES: Frenzy, Impact Hits (D3), Natural Armour (5+)

NOTES:
• Grimhorn Rhinox Riders have a Unit Strength and Line of Sight value of 5.
• Grimhorn Rhinox Riders follow the rules for Ranks and Supporting Attacks from Monstrous Cavalry.

31
RARE UNITS
IRONBLASTER
Profile M WS BS S T W I A Ld Points
Ironblaster 5 - - 5 5 5 - - - 180
Leadbelcher - 3 3 4 - - 2 3 7
Gnoblar Scrapper - 2 3 2 - - 3 1 5
Young Rhinox - 3 0 5 - - 2 3 -

TROOP TYPE: Chariot (Armour Save 6+)

CREW: 1 Leadbelcher (Ogre)

DRAWN BY: 1 Young Rhinox (Animal)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, Cannon of the Sky-titans, gut-plate


• Cannon of the Sky-titans: A cannon of the Sky-titans is a Cannon with the following profile:
Range: Strength: Special Rules:
12-48" 10 Multiple Wounds (D3)

When rolling to determine the bounce distance for a cannon of the Sky-titans, roll the artillery dice twice and
use the highest roll. The cannonballs will fail to bounce only if both dice roll a misfire result. Grapeshot fired
by a cannon of the Sky-titans has a Strength of 10. If a misfire is rolled, roll a D6 and consult the Ironblaster
Misfire chart.

D6 Result
1 Krakabooom! The Ironblaster is destroyed and all units within D6" take 2D6 Strength 5 hits.
2 Krrack! The cannon may not be fired for the rest of the battle.
3-4 Squelch! The cannon may not fire this turn or next turn.
5-6 Lurch! Roll a scatter dice and turn the Ironblaster to face the direction rolled. The cannon may not
shoot this turn.

SPECIAL RULES: Fear, Natural Armour (5+)

NOTES:
• An Ironblaster has a Line of Sight value of 4.

32
RARE UNITS
STONEHORN
Profile M WS BS S T W I A Ld Points
Stonehorn 7 3 0 6 6 6 2 5 5 260
Beast Rider 6 3 3 4 - - 2 3 7

TROOP TYPE: Monster (Animal)

CREW: 1 Beast Rider (Ogre)

BASE SIZE: 100x150

EQUIPMENT: Light lance, gut-plate (Beast Rider only)

OPTIONS:
• May replace light lance with a Blood Vulture +3 points

SPECIAL RULES: Frenzy, Natural Armour (3+)


• Earth-shattering Charge: A Stonehorn has the Impact Hits (D6) special rule. When a Stonehorn makes a
successful charge, you may roll 2D6 when determining the number of Impact Hits, and choose the highest
result.
• Stone Skeleton: If an Attack with the Multiple Wounds special rule successfully wounds a Stonehorn, halve
the number of Wounds inflicted (rounding fractions up )

NOTES:
• A Stonehorn has Unit Strength 14 and a Line of Sight value of 6.

33
RARE UNITS
THUNDERTUSK
Profile M WS BS S T W I A Ld Points
Thundertusk 6 3 0 6 6 6 2 4 5 260
Beast Rider 6 3 3 4 - - 2 3 7

TROOP TYPE: Monster (Animal)

CREW: 2 Beast Riders (Ogre)

BASE SIZE: 100x150

EQUIPMENT: Chaintrap, harpoon launcher, gut-plate (Beast Riders only)

SPECIAL RULES: Immunity (Ice Attacks), Impact Hits (D6), Natural Armour (4+)
• Numbing Chill: Any enemy unit within 6" of a Thundertusk has the Always Strikes Last special rule. This has
no effect on models with Immunity (Ice Attacks).
• Sphere of Frost-wreathed Ice: The Thundertusk can make a stone thrower shooting attack with the following
profile:

Range: Strength: Special Rules:


6-24" 3(6) Ice Attacks, Multiple Wounds (D3)

Do not use the Stone Thrower Misfire chart if the sphere of frost-wreathed ice suffers a misfire. Instead, a
misfire means that the sphere does not fire this turn, though it may still fire as normal next turn.

NOTES:
• One Beast Rider has a chaintrap, one Beast Rider has a harpoon launcher.
• A Thundertusk has Unit Strength 16 and a Line of Sight value of 6.

34
RARE UNITS
ICE MAMMOTH
Profile M WS BS S T W I A Ld Points
Ice Mammoth 8 3 0 7 6 10 1 * 5 350
Beast Rider 6 3 3 4 - - 2 3 7

TROOP TYPE: Monster (Animal)

CREW: 2 Beast Riders (Ogre)

BASE SIZE: 100x150

EQUIPMENT: Chaintrap, harpoon launcher, gut-plate (Beast Riders only)

OPTIONS:
• May take an additional Ogre Beast Rider (armed with either a chaintrap or harpoon launcher) +15 points

SPECIAL RULES: Impact Hits (D6+1), Immunity (Psychology), Natural Armour (4+)

35
• Mammoth Attacks: When the Ice Mammoth attacks, roll on the appropriate following table to determine its
action. If no suitable target is in base contact, roll again on the chart until you get another result.

MAN-SIZED THINGS CHART


Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.
D6 Attack Type
1-2 Trample
3-4 Stomp
5 Bellow
6 Pick up and...

BIG THINGS CHART


Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry,
Chariots, War Machines, and Shrines.
D6 Attack Type
1-2 Butt
3-5 Gore
6 Bellow

- Trample: A single enemy unit in base contact suffers D6 Strength 7 hits, plus an additional D3 Hits for
each rank of five or more models it has.
- Bellow: Neither the Mammoth nor any unit in contact with it fight if they have not already done so this
turn. The Mammoth automatically wins the combat by 3 points or more. This result has no effect against
Animated Constructs.
- Butt: The Mammoth inflicts one automatic hit against one model in base contact (your choice), causing
D3 Strength 7 hits with the Multiple Wounds (D3) special rule
- Stomp: The Mammoth inflicts 3D6 Hits with its Stomp Attack this turn.
- Gore: The Mammoth makes D6 attacks against a chosen unit in dose combat with the Heroic Killing
Blow special rule.
- Pick up and...: The Mammoth grabs a Character from the target unit (Mammoth player's choice). Roll a
D6 to see what unfortunate fate befalls the victim.

D6 Result
1-2 Throw back into combat: The victim is hurled back into their own unit like a missile. The
victim suffers D3 Strength 6 Hits which Ignores Armour saves, and D6 Strength 3 hits are
inflicted on the unit (save as normal).
3-4 Hurl: The victim is hurled into an enemy unit within 12" of the Mammoth – randomly
determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits.
Unsaved Wounds from these hits count towards the Mammoth's combat result. If no enemy
units are in range, treat this as a Throw Back into Combat result instead.
5 Eat: The victim model is removed as a casualty, and the Mammoth may immediately recover a
single Wound it has lost previously in the game.
6 Squash and grab another: The model is removed as a casualty and the Mammoth then picks
another victim. Roll again on this table to see what happens.

NOTES:
• One Beast Rider has a chaintrap, one Beast Rider has a harpoon launcher.
• An Ice Mammoth has Unit Strength 24 (26 with an additional Beast Rider) and a Line of Sight value of 10.

36
RARE UNITS
SLAVE GIANT
Profile M WS BS S T W I A Ld Points
Slave Giant 6 3 3 6 6 6 3 * 10 155

TROOP TYPE: Monster (Giant).

BASE SIZE: 50x50 or 50x75

EQUIPMENT: Hand weapon

SPECIAL RULES: Immunity (Psychology), Natural Armour (6+)


• Fall Over: A Giant must test to see whether it falls over if any of the following apply:
- If it is beaten in close combat. Test once results are established but before taking a Break test.
- If it is fleeing at the start of the Movement phase.
- When it crosses an obstacle. Test when the obstacle is reached.
- If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small round template in base
contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A
model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is
in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling
Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in
combat then this Wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement
phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so
the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the
Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack
in close combat as usual on the turn he stands up.

37
• Giant Special Attacks: To determine what a Giant does in each Close Combat phase, pick a unit in base
contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of
the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

MAN-SIZED THINGS CHART


Use this chart when fighting Infantry, Large Infantry, Cavalry, War Beasts or Swarms.
D6 Result
1 Yell and Bawl
2 Jump Up and Down
3 Pick Up and...
4-6 Flail with Chain

BIG THINGS CHART


Use this chart when fighting Monsters, Monstrous Creatures, Monstrous Beasts, Monstrous Infantry,
Monstrous Cavalry, Chariots, War Machines, and Shrines.
D6 Result
1 Yell and Bawl
2-4 Throttle with Chain
5-6 'Eadbutt

- 'Eadbutt: The Giant automatically inflicts D3 Wounds which Ignores Armour Saves. If the victim is
wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that
combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.
- Flail with Chain: The Giant inflicts D6 Hits this round.
- Jump Up and Down: The Giant must test to determine if it falls over (see previous page). If it falls over,
work out where it falls and calculate damage as already described. Any wounds caused by the fall (on
either side) count towards the combat result. Otherwise, it will attack using the Stomp (2D6) special rule.
A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls
over, the target is destroyed, or the combat ends.
- Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength
values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore
Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following
round of the same combat.
- Yell and Bawl: Neither the Giant nor models in contact with it fight if they have not already done so this
round. The Giant automatically wins the combat by 2 points.
- Pick Up and...: The Giant stoops down and grabs a single Character in base contact from the target unit
(Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6 Result
1 Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the
bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the
battle, and no longer counts as casualties.
2 Throw Back into Combat: The victim is hurled into its own unit like a living missile. The
victim suffers D3 Strength 6 Hits which Ignores Armour saves, and D6 Strength 3 hits are
inflicted on the unit (save as normal).
3 Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine
which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved
Wounds from these hits count towards the Giant's combat result. If no enemy units are in range,
treat this as a Throw Back into Combat result instead.
4-5 Squash or Eat: The model is removed as a casualty.
6 Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result, above, and
then choose another victim. Roll again on this table to see what the Giant does with it.

38
SPECIAL CHARACTERS
(LORDS)
GREASUS GOLDTOOTH
Overtyrant of the Ogre Kingdoms
Profile M WS BS S T W I A Ld Points
Greasus Goldtooth 4 6 3 5 6 6 1 3 9 370

TROOP TYPE: Monstrous Infantry (Special Character, Ogre)

BASE SIZE: 40x80 or 50x100

EQUIPMENT: Light armour

MAGIC ITEMS:
• Sceptre of the Titans: Magic Weapon. Any friendly Ogre Kingdoms unit that is fleeing at the beginning of the
Ogre player's turn, and is within 12" from Greasus, rallies automatically. All close combat attacks made with
this weapon have a Strength of 10 and the Multiple Wounds (D3) special rule.
• Overtyrant's Crown: Talisman. The Overtyrant's Crown gives Greasus a 4+ Ward save. In addition, Greasus
and any unit he joins have the Immunity (Psychology) special rule.

SPECIAL RULES: Natural Armour (6+)


• Everyone Has Their Price: At the start of each enemy turn (before any Stupidity tests are taken) you can
nominate D3 enemy units that are within 18" of Greasus to have the Stupidity special rule for the remainder of
the turn. This ability has no effect on units that have Immunity (Psychology).
• The Goldtooth Tribe: At least one unit of Ironguts must be included in an army led by Greasus.
• Hoardmaster: Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant
himself), add +1 to their combat result scores.

39
SPECIAL CHARACTERS
(LORDS)
GHARK IRONSKIN
Tyrant of the Ironskin Tribe
Profile M WS BS S T W I A Ld Points
Ghark Ironskin 6 6 3 5 5 5 4 5 9 385
Iron Rhinox 7 4 0 6 5 5 4 5 -

TROOP TYPE: Monstrous Creature (Special Character, Ogre)

MOUNT: Iron Rhinox (Daemon)

BASE SIZE: 50x100

EQUIPMENT: Hand weapon, gut-plate

MAGIC ITEMS:
• Ironskin Armor: Magic Armour. Medium armour. The Ironskin Armor gives Ghark a 6+ Ward save.
OPTIONS:
• May take Magic Items up to a total of 75 points

SPECIAL RULES: Frenzy (Iron Rhinox only), Impact Hits (D3+1), Natural Armour (3+)
• Iron Rhinox: The Iron Rhinox has a Strength 2 Breath Weapon with the Armour Piercing (2) special rule.
• The Ironskin Tribe: If Ghark is the Army General, Leadbelchers count as a Core Units instead of Special
Units and Grimhorn Rhinox Riders count as a Special Units instead of Rare Units.

40
SPECIAL CHARACTERS
(LORDS)
SKRAG THE SLAUGHTERER
Prophet of the Great Maw
Profile M WS BS S T W I A Ld Points
Skrag the Slaughterer 6 5 3 5 6 5 3 4 9 460

TROOP TYPE: Monstrous Infantry (Special Character, Ogre, Slaughtermaster)

BASE SIZE: 40x80 or 50x100

EQUIPMENT: Light armour

MAGIC: Skrag is a Level 4 Wizard that uses spells from the Lore of the Great Maw.

MAGIC ITEMS:
• Cauldron of the Great Maw: Enchanted Item. Skrag and all Gorgers in the army receive the blessings of their
ever-hungry god according to the table below. The 'Models Killed' column refers to models killed by Skrag in
close combat. Models killed by spells or that were pursued and caught when fleeing do not count towards this
total. When a new level is reached, bonuses take effect immediately and are cumulative.

Models Killed Effect on Skrag Effect on Gorgers


1+ Skrag gains Regeneration (4+). All Gorgers that have not entered play do so in
their next turn.
5+ Skrag gains +1 Attack. All Gorgers gain +1 Attack.
10+ Skrag gains Hatred. All Gorgers gain Hatred.
15+ Skrag becomes Unbreakable. All Gorgers gain Regeneration (4+).

SPECIAL RULES: Frenzy, Immunity (Poisoned Attacks), Killing Blow, Natural Armour (6+), Ogre Charge,
Terror

41
SPECIAL CHARACTERS
(LORDS)
GROTH ONEFINGER
First Prophet of the Great Maw
Profile M WS BS S T W I A Ld Points
Groth Onefinger 6 4 3 4 5 5 3 4 8 360

TROOP TYPE: Monstrous Infantry (Special Character, Ogre, Slaughtermaster)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon

MAGIC: Groth Onefinger is a Level 4 Wizard that uses spells from the Lore of the Great Maw.

OPTIONS:
• May take up to 2 Scalp-Gnoblars +5 points/Gnoblar
• May take up to 2 Tooth-Gnoblars +5 points/Gnoblar
• May take a Great Mawpot +50 points
• May take Magic Items up to a total of 75 points

SPECIAL RULES: Immunity (Poisoned Attacks), Loremaster (Lore of the Great Maw), Mawseeker (see Big
Names), Natural Armour (6+), Ogre Charge, Terror
• The First Butcher: Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an
enemy spell.
• The Lazarghs: Choose one unit of Ogre Bulls or Ironguts in an army including Groth. This unit causes Terror
instead of Fear.

42
SPECIAL CHARACTERS
(LORDS)
MORG MAGMABORN
Avatar of the Fire Mouth
Profile M WS BS S T W I A Ld Points
Morg Magmaborn 6 4 3 4 5 5 3 4 8 340

TROOP TYPE: Monstrous Infantry (Special Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Gut-plate

MAGIC: Morg Magmaborn is a Level 3 Wizard that uses spells from the Lore of Fire.

MAGIC ITEMS:
• The Basalt Staff: Magic Weapon. Morg’s close combat attacks have the Armour Piercing (1) special rule. In
addition, the Staff contains a Bound Spell, power level 3, which casts the Fire Ball spell from the Lore of Fire.

SPECIAL RULES: Fire Breath (see Firebellies), Flaming Attacks, Immunity (Flaming Attacks), Natural
Armour (6+), Ogre Charge
• Avatar of the Fire Mouth: When Morg suffers an unsaved wound in close combat, enemy models in base
contact suffer a Strength 4 Hit with the Flaming Attacks special rule. When Morg is slain, place the small
template above him. All models underneath the template suffer a Strength 4 hit with the Flaming Attacks
special rule.

43
SPECIAL CHARACTERS
(HEROES)
GOLGFAG MANEATER
Mercenary Captain
Profile M WS BS S T W I A Ld Points
Golgfag Maneater 6 5 4 5 5 4 4 5 8 155
Skaff 6 3 2 4 4 3 2 4 7

TROOP TYPE: Monstrous Infantry (Special Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Two hand weapons, Ogre pistol, light armour, gut-plate

OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Immunity (Psychology), Natural Armour (6+), Ogre Charge, Stubborn
• Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army
list as normal. The unit must be given a Standard Bearer and Musician. Skaff is the unit's Standard Bearer.
Golgfag is the unit's Leader and may never choose to leave this unit.

BRAGG THE GUTSMAN


Champion Executioner of Ogrekind
Profile M WS BS S T W I A Ld Points
Bragg the Gutsman 6 5 3 5 5 4 3 4 8 150

TROOP TYPE: Monstrous Infantry (Special Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Gut-plate

MAGIC ITEMS:
• Great Gutgouger: Magic Weapon. Flail. While Bragg is involved in a challenge, he gains the Heroic Killing
Blow special rule. In addition, if Bragg slays his foe in a challenge, any enemy units in base contact with him
are Disrupted for the remainder of the turn.

OPTIONS:
• May take Magic Items up to a total of 25 points

SPECIAL RULES: Natural Armour (6+), Ogre Charge

44
SPECIAL CHARACTERS
(HEROES)
BRAUGH SLAVELORD
The Corpse-Slaver
Profile M WS BS S T W I A Ld Points
Braugh Slavelord 6 5 3 5 5 4 3 4 8 195
Slave 4 2 2 3 3 1 2 1 3

TROOP TYPE: Monstrous Infantry (Special Character, Ogre). Slaves are Infantry (Human).

BASE SIZE: 40x80

MAGIC ITEMS:
• Soul-binder Chains: Magic Weapon. Two hand weapons. At the beginning of each close combat phase,
Braugh may nominate one enemy model in base contact. That model loses D3 Attacks for that phase.
• The Great Bullplate: Magic Armour. Gut-plate. The Bullplate gives Braugh and his unit the Swiftstride
special rule when charging.

SPECIAL RULES: Natural Armour (6+), Ogre Charge, Stubborn


• Slavelord: Braugh begins the game with 12 slaves, these must form up with Braugh placed in the centre of the
unit. Braugh benefits from "Look Out, Sir!" as long as there are at least 5 slaves in the unit. He may not
voluntarily leave the unit under any circumstances. In addition, as long as Braugh is alive, all slaves have the
Regeneration (5+) and Stubborn special rules.

JHARED THE RED


Longstrider, Hunt-father
Profile M WS BS S T W I A Ld Points
Jhared the Red 7 5 4 5 5 4 3 4 9 160

TROOP TYPE: Monstrous Infantry (Special Character, Ogre)

BASE SIZE: 40x40

EQUIPMENT: Hand weapon, great throwing spear, gut-plate

OPTIONS:
• May take Magic Items up to a total of 50 points

SPECIAL RULES: Loner, Ogre Charge, Natural Armour (6+), Scouts, Their Master's Voice (see Hunters)
• Hunt-father: Jhared may re-roll To Hit and to Wound rolls of 1 when fighting War Beasts, Monstrous Beasts,
Monstrous Cavalry, Monstrous Creatures and Monsters. In addition, he ignores Terror caused by Monstrous
Creatures and Monsters.
• Running with the Pack: If Jhared deploys as part of a Sabretusk pack, then both he and the pack have the
Vanguard special rule. In addition, the entire unit may re-roll failed charge distances.

45

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