Warhammer - Ogre Kingdoms 1.6
Warhammer - Ogre Kingdoms 1.6
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.
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.
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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 -
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 -
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 - - - -
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+
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
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+
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
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
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
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+
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
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+
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
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+
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+
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
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+
OPTIONS:
• May choose one of the following:
- Ambushers +1 point/model
- Killing Blow +1 point/model
- Scouts +1 point/model
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+
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 -
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
OPTIONS:
• May upgrade one Gnoblar Fighter to a Leader +5 points
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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 -
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.
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 -
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.
NOTES:
• A Skewerslinger has a Line of Sight value of 4.
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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+
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
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 -
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.
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
OPTIONS:
• May replace light lance with a Blood Vulture +3 points
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
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:
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
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.
- 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
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.
- '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
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.
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 -
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
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.
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
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
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
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.
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
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).
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.
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