Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Ogre Kingdoms (Abridged)*
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*The abridged version only describes a rule the first time it is listed.

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Based on PDF Version 1.0, Last Modified: 2023 March 29 @ 09:08

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Ogre Kingdoms

Based on PDF Version 1.0, Last Modified: 2023 March 29 @ 09:08

Army Special Rules

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

For the purposes of the rules, an Ogre Bellower follows the rules for musicians.

A chaintrap has the following profile:

RangeStrengthSpecial Rules
6"6-

Buckler. If a model with an ironfist rolls a natural 6 when making a Parry save, it automatically inflicts an extra Hit back onto the model or unit that struck the blow. In addition, ironfists have been specifically developed to allow the Ogre as much freedom as possible in a fight. As such, a model using an ironfist benefits from the Parry special rule even while mounted.

A harpoon launcher has the following profile:

RangeStrengthSpecial Rules
36"5-

Ogre Pistols follow all the rules for normal pistols, but have a range of 24".

Gnoblar Upgrades

Any character in a unit with a Look-out Gnoblar benefits from the "Look Out Sir!" special rule as long as there are three rank and file models of the same troop type remaining in the unit.

An Ogre with a Luck-Gnoblar may re-roll a single Armour or Ward Save, once per battle.

For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.

One use only. A Butcher with a Scalp-Gnoblar may re-roll a single dice when attempting to cast a spell from the Lore of the Great Maw.

An Ogre with a Sword-Gnoblar benefits from one extra Strength 2 attack per close combat round, at the Weapon Skill of the owning model (the opponent's attention is elsewhere!).

One use only. After attempting to cast a spell from the Lore of the Great Maw, a Butcher with a Tooth-Gnoblar may choose to sacrifice one to get +1 to his casting value.

Lords

Tyrant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Tyrant664555459

Troop Type: Monstrous Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (5 pts)

    • Great weapon (10 pts)

    • Ironfist (6 pts)

    • Ogre pistol (8 pts)

    • Brace of Ogre pistols (11 pts)

  • May upgrade to medium armour (5 pts)

  • May take any of the following:

    • Luck-Gnoblar (5 pts)

    • Sword-Gnoblars (up to two) (3 pts per model)

    • Name-Gnoblars (up to two) (3 pts per model)

  • May be mounted upon one of the following:

    • Mournfang (45 pts)

    • Rhinox (65 pts)

    • Rhinox War Chariot (replacing the rider) (135 pts)

  • May take Big Names and/or Magic Items up to a total of 100 pts

Ogre Charge

Slaughtermaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Slaughtermaster643455348

Troop Type: Monstrous Infantry (Character)

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

Hand weapon.

  • May be upgraded to Level 4 Wizard 35 pts

  • May be armed with one of the following:

    • Additional hand weapon (5 pts)

    • Great weapon (8 pts)

  • May take any of the following:

    • Tooth-Gnoblars (up to two) (5 pts per model)

    • Scalp-Gnoblars (up to two) (5 pts per model)

  • May take a Great Mawpot* (50 pts)

  • May take magic items up to a total of 100 pts
    *Only if your Slaughtermaster is using spells from the Lore of the Great Maw.

Immunity (Poisoned Attacks), Ogre Charge

Heroes

Bruiser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Bruiser654555348

Troop Type: Monstrous Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

    • Ironfist (5 pts)

    • Ogre pistol (7 pts)

    • Brace of Ogre pistols (10 pts)

  • May replace light armour with medium armour (4 pts)

  • May take any of the following:

    • Luck-Gnoblar (5 pts)

    • Name-Gnoblar (3 pts)

    • Sword-Gnoblars (up to two) (3 pts per model)

  • May be mounted upon one of the following:

    • Mournfang (45 pts)

    • Rhinox (65 pts)

    • Rhinox War Chariot (replacing the rider) (135 pts)

  • May take Big Names and/or Magic Items up to a total of 50 pts

  • One Bruiser in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only take Big Names and/or other magic items up to a total of 25 pts.

Ogre Charge

Butcher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Butcher632444237

Troop Type: Monstrous Infantry (Character)

A Butcher is a Level 1 Wizard who uses spells from the Lore of the Great Maw, the Lore of Heavens, the Lore of Beasts, or the Lore of Death. 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.

Hand weapon.

  • May be upgraded to Level 2 Wizard 35 pts

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (6 pts)

  • May take any of the following:

    • Tooth-Gnoblars (up to two) (5 pts per model)

    • Scalp-Gnoblars (up to two) (5 pts per model)

  • May take magic items up to a total of 50 pts

Immunity (Poisoned Attacks), Ogre Charge

Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Hunter644554339

Troop Type: Monstrous Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

  • May be armed with one of the following:

    • Great Throwing Spear (6 pts)

    • Chaintrap (6 pts)

    • Harpoon Launcher (6 pts)

    • Blood Vulture (6 pts)

  • May wear light armour (3 pts)

  • May be mounted upon one of the following:*

    • Stonehorn (replacing the Rider) (225 pts)

    • Thundertusk (replacing one Rider) (225 pts)

  • May take Big Names and/or Magic Items up to a total of 50 pts
    *A Hunter with a mount loses his Scouts special rule.

A blood vulture is treated as a missile weapon with the following profile:

RangeStrengthSpecial Rules
36"4-

A great throwing spear has the following profile:

RangeStrengthSpecial Rules
18"As user-

Loner, Ogre Charge, Scouts

Hunters cannot join any unit except a Sabretusk Pack or Cragbeasts, and can never be the General of an Ogre army.

Firebelly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Firebelly632444237

Troop Type: Monstrous Infantry (Character)

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

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (6 pts)

  • May take magic items up to a total of 50 pts

Fire Breath, Flaming Attacks, Immunity (Flaming Attacks), Ogre Charge

A model with this rule has a Strength 3 Breath Weapon with the Flaming Attacks special rule.

Yhetee Rimespeaker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Yhetee Rimespeaker730544447

A Yhetee Rimespeaker may only join units of Yhetees, and may never be the army's General.

Troop Type: Monstrous Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

Aura of Frost, Flammable, Ice Breath, Rimespeaker’s Call, Scale Terrain

Yhetees have the Ice Attacks and Magical Attacks special rules.

Rimespeakers have a Strength 3 Breath Weapon with the Ice Attacks and Magical Attacks special rules.

Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards. In addition, Rimespeakers know the three spells listed below. They are innate bound spells (power level 5).

  • Ice Spear: Ice Spear is a magic missile with a range of 12" and causes a single Strength 5 hit with the Ice Attacks and Multiple Wounds (D3) special rules. No Regeneration saves are allowed against any wounds suffered from the Ice Spear.

  • Ice Spikes: Place the small round template anywhere within 12" of the caster. The area covered by the small template becomes Dangerous Terrain until the start of the caster’s next magic phase. This does not affect Yhetees and Thundertusks.

  • Snowstorm: Snowstorm is an augment spell that is cast upon the caster himself that targets all friendly units within 6". Until the start of the caster's next magic phase, any shooting targeted at units within the Snowstorm suffer -1 To Hit with their missile attacks.

Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground. Note that they may still not end their Movement in Impassable Terrain.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Mournfang830543235
Rhinox630554235
Stonehorn730666255
Thundertusk630666245

Troop Type (Mournfang): Monstrous Beast

Troop Type (Rhinox): Monstrous Beast

Troop Type (Stonehorn): Monster

Troop Type (Thundertusk): Monster

Impact Hits (D3), Large Target (4), Natural Armour (6+), Unit Strength (6)

Frenzy, Impact Hits (D3), Large Target (4), Natural Armour (5+), Unit Strength (7)

Earth-shattering Charge, Frenzy, Large Target (6), Natural Armour (4+), Stone Skeleton, Unit Strength (9)

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.

If an Attack with the Multiple Wounds special rule successfully wounds a Stonehorn, halve the number of Wounds inflicted (rounding fractions up).

Large Target (6), Natural Armour (5+), Numbing Chill, Smooth Ride, Sphere of Frost-wreathed Ice, Unit Strength (12)

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).

The riders of a Monster with this special rule does not count as Moving and Shooting.

The Thundertusk can make a Stone Thrower shooting attack with the following profile. This attack may be made even if the Thundertusk moves, but not if it marches.

RangeStrengthSpecial Rules
6-24"3(6)-

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.

Great Mawpot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Great Mawpot----65---

Troop Type: War Machine

Blessing of the Great Maw, Great Mawpot, Hunger of the Great Maw

A Slaughtermaster with a Great Mawpot receives a Ward Save (4+) and +1 to cast spells. In addition, he may add 6" to the range of any spell he attempts to cast and his Inspiring Presence ability.

A Slaughtermaster with a Great Mawpot gains the Stubborn special rule and will count as part of the crew (at Line of Sight value 2), and may never leave the unit.

Innate bound spell, power level 5. The Hunger of the Great Maw is an augment spell with a range of 24". Until the caster’s next magic phase, the target unit may re-roll failed rolls To Hit, as they desperately try to kill – and subsequently gorge on – the enemy. If the unit does not win a round of combat until then, each model in the unit must pass a Toughness test or suffer 1 Wound with no saves allowed, as even the ogres imposing constitution cannot withstand the Great Maw’s appetite for too long.

Core Units

Ogre Bulls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 pts per model

MWSBSSTWIALd
Ogre Bull632443237
Crusher632443247

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon, light armour.

  • May upgrade one Ogre Bull to a Crusher (10 pts)

  • May upgrade one Ogre Bull to a Bellower (10 pts)

  • May upgrade one Ogre Bull to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Additional hand weapons (3 pts per model)

    • Ironfists (3 pts per model)

Ogre Charge

Ironguts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 pts per model

MWSBSSTWIALd
Irongut632443238
Gutlord632443248

Unit Size: 3+

Troop Type: Monstrous Infantry

Great weapon, medium armour.

  • May upgrade one Irongut to a Gutlord (10 pts)

  • May upgrade one Irongut to a Bellower (10 pts)

  • May upgrade one Irongut to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 50 pts

Down to the Ironguts, Ogre Charge

If a friendly unit of Ogres within 6" breaks and flees from combat, this unit of Ironguts may re-roll 1's when rolling To Hit and To Wound in their next close combat phase.

Gnoblar Fighters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2.5 pts per model

MWSBSSTWIALd
Gnoblar Fighter423231315
Groinbiter423231325

Unit Size: 20+

Troop Type: Infantry

Hand weapon, throwing weapon.

  • May upgrade one Gnoblar to a Groinbiter (10 pts)

  • May upgrade one Gnoblar to a musician (10 pts)

  • May upgrade one Gnoblar to a standard bearer (10 pts)

  • The entire unit may take additional hand weapons (½ pt per model)

Beneath Contempt, Bicker

Gnoblars have the Expendable special rule. In addition, even other Gnoblars treat them as being Expendable.

Roll a D6 at the beginning of each of your turns for 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 rolls a 1 it may not move in the Movement phase or shoot in the Shooting phase this turn.

Special Units

Leadbelchers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Leadbelcher633443237
Thunderfist634443237

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon, Leadbelcher Gun, light armour.

The Leadbelcher gun is a missile weapon with the following profile:

RangeStrengthSpecial Rules
24"4-

Leadbelcher guns ignore the To Hit modifiers for Multiple Shots.

  • May upgrade one Leadbelcher to a Thunderfist (10 pts)

  • May upgrade one Leadbelcher to a Bellower (10 pts)

  • May upgrade one Leadbelcher to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 25 pts

Ogre Charge

Mournfang Cavalry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 pts per model

MWSBSSTWIALd
Ogre632443237
Crusher632443247
Mournfang830543235

Unit Size: 2+

Troop Type: Monstrous Cavalry

Hand weapon, medium armour.

  • May upgrade one Ogre to a Crusher (10 pts)

    • May be armed with a brace of Ogre pistols (6 pts)

  • May upgrade one Ogre to a Bellower (10 pts)

  • May upgrade one Ogre to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Ironfists (4 pts per model)

    • Great weapons (6 pts per model)

Impact Hits (D3), Large Target (4), Natural Armour (6+), Unit Strength (6)

Maneaters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 pts per model

MWSBSSTWIALd
Maneater644543338
Maneater Captain644543348

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon, light armour.

  • May upgrade one Maneater to a Maneater Captain (10 pts)

  • May upgrade one Maneater to a Bellower (10 pts)

  • May upgrade one Maneater to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 50 pts

  • Any model may be armed with one of the following (different models may have different weapons):

    • Additional hand weapon (3 pts per model)

    • Oriental longsword (3 pts per model)

    • Ironfist (4 pts per model)

    • Great weapon (6 pts per model)

    • Polearm (6 pts per model)\

    • Ogre pistol (6 pts per model)

    • Brace of Ogre pistols (9 pts per model)

  • The entire unit may upgrade to medium armour (3 pts per model)

An Oriental longsword gives the wielder the Armour Piercing (1) and Parry (6+) special rules.

Been There, Done That, Immunity (Psychology), Motley Crew, Ogre Charge, Stubborn

Each Maneater in the unit may pick one of the following special rules: Armour Piercing (1), Devastating Charge, Hatred, Killing Blow, Multiple Wounds (D3), Parry (6+), Poisoned Attacks, Strength Bonus (1)

The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, 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.

Sabretusk Pack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Sabretusk840442324

Unit Size: 2+

Troop Type: War Beast

  • The entire unit may be upgraded with any of the following special rules:

    • Scouts (1 pt per model)

    • Ambushers (1 pt per model)\

    • Killing Blow (2 pts per model)

Fear, Their Master's Voice

Sabretusk Packs can not be joined by character models other than Hunters.

Cragbeast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 pts per model

MWSBSSTWIALd
Cragbeast740553344

Unit Size: 1+

Troop Type: Monstrous Beast

Natural Armour (5+), Their Master's Voice

Yhetees. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 pts per model

MWSBSSTWIALd
Yhetee730543437
Greyback730543447

Unit Size: 3+

Troop Type: Monstrous Infantry

Two hand weapons.

  • May upgrade one Yhetee to a Greyback (10 pts)

Aura of Frost, Flammable, Scale Terrain

Gorger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Gorger630554248

Unit Size: 1

Troop Type: Monstrous Infantry

Ambushers, Frenzy, Killing Blow, Unbreakable

Rhinox War Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts per model

MWSBSSTWIALd
Rhinox War Chariot5--555---
Ogre-324--237
Rhinox-305--23-

Unit Size: 1 Chariot, 1 Ogre & 1 Rhinox

Troop Type: Chariot (Armour Save 6+)

Hand weapon, light armour.

Fear, Large Target (4), Natural Armour (5+), Unit Strength (7)

Gnoblar Trappers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Gnoblar Trapper423231315
Snarefinger423231325

Unit Size: 5-20

Troop Type: Infantry

Hand weapon, throwing weapon.

  • May upgrade one Gnoblar Trapper to a Snarefinger (10 pts)

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, to represent the various traps set in front of the unit.

Gnoblar Scraplauncher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts per model

MWSBSSTWIALd
Scraplauncher5--555---
Gnoblar Scrapper-232--315
Rhinox-305--23-

Unit Size: 1 Scraplauncher, 7 Gnoblar Scrappers & 1 Rhinox

Troop Type: Chariot (Armour Save 6+)

Hand weapon, Scraplauncher Catapult.

The scraplauncher catapult fires like a Stone Thrower with the profile and special rules shown below.

RangeStrengthSpecial Rules
12-48"3(3)-

Roll on the following table if a misfire is rolled.

D6

Result

1

Kerrr-unch! The scraplauncher comes apart in a shower of metal, wood and broken Gnoblar limbs. The scraplauncher is destroyed.

2

Groink?!? The scraplauncher malfunctions dramatically, sending a hatchet at high speed right into the Rhinox's most tender regions. 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 sprays debris in all directions, but mainly straight up (which soon comes straight back down again)! The model suffers one Wound with no armour saves allowed, and may not shoot this turn or in the controlling player's next turn.

5-6

It's Mine! The Scrappers squabble over a shiny thing found nearby and may not fire this turn.

Fear, Large Target (4), Natural Armour (5+), Unit Strength (11)

Gnoblar Skewerslinger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts per model

MWSBSSTWIALd
Skewerslinger5--555---
Gnoblar Scrapper-232--315
Rhinox-305--23-

Unit Size: 1 Skewerslinger, 5 Gnoblar Scrappers & 1 Rhinox

Troop Type: Chariot (Armour Save 6+)

Hand weapon, Skewerslinger Bolt Thrower.

The Skewerslinger is a Bolt Thrower with the profile and special rules shown below:

RangeStrengthSpecial Rules
48"6-

The Skewerslinger does not suffer To Hit penalties for moving and shooting or for firing multiple shots.

Chariot Armour Save (6+), Fear, Large Target (4), Natural Armour (5+), Slipshod, Unit Strength (9)

If the To Hit roll for a shooting attack made by a Skewerslinger is a 1 (before any modifiers are applied), then it misfires. Roll on the Scraplauncher Misfire table and apply the result to the Skewerslinger.

D6

Result

1

Kerrr-unch! The scraplauncher comes apart in a shower of metal, wood and broken Gnoblar limbs. The scraplauncher is destroyed.

2

Groink?!? The scraplauncher malfunctions dramatically, sending a hatchet at high speed right into the Rhinox's most tender regions. 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 sprays debris in all directions, but mainly straight up (which soon comes straight back down again)! The model suffers one Wound with no armour saves allowed, and may not shoot this turn or in the controlling player's next turn.

5-6

It's Mine! The Scrappers squabble over a shiny thing found nearby and may not fire this turn.

Rare Units

Grimhorn Rhinox Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts per model

MWSBSSTWIALd
Rhinox Rider632443237
Thunderlord632443247
Rhinox630554235

Unit Size: 3+

Troop Type: Monstrous Cavalry

Hand weapon, light armour.

  • May upgrade one Rhinox Rider to a Thunderlord (10 pts)

    • May be armed with a brace of Ogre pistols (6 pts)

  • May upgrade one Rhinox Rider to a Bellower (10 pts)

  • May upgrade one Rhinox Rider to a standard bearer (10 pts)

    • May take a Look-out Gnoblar (5 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may take one of the following:

    • Ironfists (4 pts per model)

    • Great weapons (6 pts per model)

  • The entire unit may upgrade to medium armour (4 pts per model)

Frenzy (Rhinox only), Impact Hits (D3), Large Target (4), Natural Armour (5+), Unit Strength (7)

Ironblaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts per model

MWSBSSTWIALd
Ironblaster5--555---
Leadbelcher-334--237
Gnoblar Scrapper-232--315
Rhinox-305--23-

Unit Size: 1 Ironblaster, 1 Leadbelcher, 1 Gnoblar Scrapper & 1 Rhinox

Troop Type: Chariot (Armour Save 6+)

Hand weapon, light armour, Cannon of the Sky-titans.

Fire the cannon of the Sky-titans in the same way as a normal cannon, using the profile and special rules that follow.

RangeStrengthSpecial Rules
36"10-

If a misfire is rolled on the first artillery dice, roll a D6 and consult the following table:

D6

Result

1

Krakabooom! The much-abused cannon finally gives up under constant mistreatment by the Ogres and explodes spectacularly, showering redhot shrapnel and cannonballs in all directions. The Ironblaster is destroyed and all units within D6" take 2D6 Strength 5 hits.

2

Krrack! The cannon splits along its length with an earsplitting crack. It is rendered useless and may not be fired for the rest of the battle.

3-4

Squelch! The Gnoblar attendant, having stuffed several mangled corpses into the cannon to see what would happen, has fouled the mechanism. The cannon may not fire this turn or next turn as the Gnoblar gets the highly unpleasant task of cleaning gore out of the barrel.

5-6

Lurch! Moments before firing, the Rhinox pulling the Ironblaster gets spooked and lurches in its harness, bucking and snorting. Roll a scatter dice and turn the Ironblaster to face the direction rolled. The cannon may not shoot this turn.

Fear, Large Target (4), Massive Grapeshot, Natural Armour (5+), Unit Strength (8), Volley of Cannonballs

Grapeshot fired by a cannon of the Sky-titans has a Strength of 10.

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.

Slavegiant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Slavegiant6336663*10

See Slavegiant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Hand weapon.

Fall Over, Giant Special Attacks, Immunity (Psychology)

Stonehorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Stonehorn730666255
Ogre Beast Rider6334--237

Unit Size: 1 Stonehorn & 1 Ogre Beast Rider

Troop Type: Monster

Chaintrap, light armour.

  • The Ogre Beast rider may exchange his chaintrap for a harpoon launcher (free)

Earth-shattering Charge, Frenzy, Large Target (6), Natural Armour (4+), Stone Skeleton, Unit Strength (9)

Thundertusk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Thundertusk630666245
Ogre Beast Rider6334--237

Unit Size: 1 Thundertusk & 2 Ogre Beast Riders

Troop Type: Monster

One Rider has a Chaintrap, one Rider has a Harpoon Launcher, light armour.

Immunity (Ice Attacks), Impact Hits (D6), Large Target (6), Natural Armour (5+), Numbing Chill, Smooth Ride, Sphere of Frost-wreathed Ice, Unit Strength (12)

Ice Mammoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts per model

MWSBSSTWIALd
Ice Mammoth83076101*5
Ogre Beast Rider6334--237

An Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider). See Mammoth Special Attacks for detailed special rules.

Unit Size: 1 Ice Mammoth & 2 Ogre Beast Riders

Troop Type: Monster

One Rider has a Chaintrap, one Rider has a Harpoon Launcher, light armour.

  • May take an additional Ogre Beast Rider (15 pts)

    • May take Chaintrap or Harpoon Launcher (free)

Immunity (Psychology), Impact Hits (D6+1), Large Target (10), Mammoth Attacks, Natural Armour (5+), Smooth Ride, Unit Strength (16)

Special Characters - Lords

Greasus Goldtooth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .365 pts

MWSBSSTWIALd
Greasus Goldtooth463566139

Troop Type: Monstrous Infantry (Special Character)

Light armour.

Magic Items / Abilities: Sceptre of the Titans, Overtyrant's Crown

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.

The Overtyrant's Crown gives Greasus a Ward Save (4+). In addition, Greasus and any unit he joins have the Immunity (Psychology) special rule.

Everyone Has Their Price, The Goldtooth Tribe, Hoardmaster

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).

At least one units of Ironguts must be included in an army led by Greasus.

Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant himself), add +1 to their combat result scores.

Skrag the Slaughterer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .455 pts

MWSBSSTWIALd
Skrag the Slaughterer653565349

Troop Type: Monstrous Infantry (Special Character)

Magic: Skrag the Slaughterer is a Level 4 Wizard who uses spells from the Lore of the Great Maw.

Two hand weapons.

Magic Items / Abilities: Cauldron of the Great Maw

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+).

Immunity (Poisoned Attacks), Killing Blow, Ogre Charge, Terror

Ghark Ironskin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .375 pts

MWSBSSTWIALd
Ghark Ironskin663555459
Iron Rhinox74065545-

Troop Type: Monstrous Cavalry (Special Character)

Hand weapon.

Magic Items / Abilities: Ironskin Armor

Heavy armour. The Ironskin Armor gives Ghark a Ward Save (6+).

Iron Rhinox, The Ironskin Tribe, Unit Strength (7)

The Iron Rhinox has the Natural Armour (4+), Frenzy and Impact Hits (D3+1) special rules, and a Strength 2 Breath Weapon with the Armour Piercing (2) special rule.

If Ghark is the army's General, Leadbelchers count as a Core choice and Grimhorn Rhinox Riders count as a Special choice.

Groth Onefinger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .460 pts

MWSBSSTWIALd
Groth Onefinger643455348

Troop Type: Monstrous Infantry (Special Character)

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

Magic Items / Abilities: Bloodcleaver, Wyrdstone Necklace, Cannibal Totem, Skullmantle

Every time Groth causes an unsaved wound with the Bloodcleaver, he may regain one wound he lost earlier in the battle.

The wearer of the Wyrdstone Necklace gains a Ward Save (5+). Roll a D6 at the start of each of his turns, on a 1, Groth suffers a wound with no saves allowed.

When in base contact with any enemy unit of Monstrous Infantry, all models in Groth's unit may re-roll failed rolls To Hit and To Wound in the first round of combat. They may never overrun, and must always pursue if this ability is used.

Any enemy unit forced to take any Leadership tests due to Groth, or a unit he has joined, suffers a -1 penalty to their Leadership.

The First Butcher, Immunity (Poisoned Attacks), The Lazarghs, Loremaster (Lore of the Great Maw), Mawseeker, Ogre Charge, Terror

Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an enemy spell.

Choose one unit of Ogre Bulls or Ironguts in an army including Groth. This unit causes Terror instead of Fear.

Morg Magmaborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335 pts

MWSBSSTWIALd
Morg Magmaborn643455348

Troop Type: Monstrous Infantry (Special Character)

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

Magic Items / Abilities: The Basalt Staff

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.

Avatar of the Fire Mouth, Fire Breath, Flaming Attacks, Immunity (Flaming Attacks), Ogre Charge

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.

Special Characters - Heroes

Golgfag Maneater. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Golgfag Maneater654554458

If Golgfag is taken, then one unit of Maneaters in your army may be upgraded to Golgfag's Maneaters at no additional cost in points – see the Golgfag's Maneaters special rule for further information.

Troop Type: Monstrous Infantry (Special Character)

Two hand weapons, Ogre Pistol, light armour.

Easy Come, Easy Go, Golgfag's Maneaters, Ogre Charge, Stubborn

Over the years, Golgfag has owned and lost countless magic items. At the start of a battle, before deployment, roll 2D6 and multiply the score by 10. You may equip Golgfag with magic items from the Warhammer Rulebook with a total points value that is equal to or less than the result. The normal restrictions on choosing magic items apply (so you can't take the same item twice in an army, or equip Golgfag with two items of the same type, etc.). The items chosen do not count against Golgfag's points value or the total points value of the army.

If an army includes Golgfag's Maneaters, then Golgfag must set up with the unit, and may not leave it. No other character may join the unit.

Bragg the Gutsman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Bragg the Gutsman653554348

Troop Type: Monstrous Infantry (Special Character)

LIght armour.

Magic Items / Abilities: Great Gutgouger

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.

Ogre Charge

Braugh Slavelord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts per model

MWSBSSTWIALd
Braugh Slavelord653554348
Slave422331213

Unit Size: Braugh Slavelord & 12 Slaves

Troop Type: Monstrous Infantry (Special Character)

  • May take any number of additional Slaves (Infantry) (2 pts per model)

Magic Items / Abilities: Soul-binder Chains, The Great Bullplate

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.

Medium armour. The Bullplate gives Braugh and his minions the Swiftstride special rule when charging.

Ogre Charge, Slavelord, Stubborn

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+) special rule.

Jhared the Red. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Jhared the Red654554349

Troop Type: Monstrous Infantry (Special Character)

Hand weapons.

  • May be mounted upon one of the following:*

    • Mournfang (45 pts)

    • Rhinox (65 pts)

    • Stonehorn (replacing the Rider) (225 pts)

    • Thundertusk (replacing one Rider) (225 pts)
      *If Jhared picks a mount, he loses his Scouts special rule.

Magic Items / Abilities: Frostshard Javelins, Greatskull, Greyback Pelt

Great Throwing Spear. Attacks made with these javelins have the Ice Attacks special rule.

Light armour. Any spellcaster that targets Jhared will miscast on any roll of any double.

The Greyback Pelt gives Jhared the Aura of Frost special rule and in addition he ignores Dangerous Terrain.

Hunt-father, Loner, Longstrider, Ogre Charge, Running with the Pack, Scout

Jhared may re-roll failed To Hit and to Wound rolls of 1 when fighting War Beasts, Monstrous Beasts, Monstrous Cavalry and Monsters. In addition, he ignores Terror caused by Monsters.

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.

Ogre Big Names

There are certain names that indicate great status in an Ogre army – buying your Ogre character a 'big name' from the list below will allow him to use special abilities on the battlefield that reflect his illustrious history.

Ogre Tyrants, Bruisers and Hunters 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.

Starting from the end of the phase in which a character with a Deathcheater is down to their last Wound, he receives a 3+ Ward Save.

Tyrants only. Any friendly unit within 12" of a Kineater roll 3D6 for their Panic tests and discards the highest dice rolled.

A Mountaineater will never be wounded on a score better than a 3+. Hits that cause automatic Wounds are unaffected.

Hunters only. When making attacks against War Beasts, Monstrous Beasts or Monsters, the Beastkiller gains +1 on his rolls To Wound. If the character is using a magic weapon, then he does not get this bonus.

Tyrants only. A Tyrant with the Daemonkiller name causes Terror.

A character with the Giantbreaker name has +1 Strength on his profile. He may never refuse challenges, and neither he nor a unit he is with may choose to flee as a charge reaction.

A character with the Mawseeker name has +1 Toughness on his profile. It also suffers from the Stupidity special rule.

Model on foot only. Brawlerguts gain the Impact Hits (D3) special rule.

Wallcrushers do one additional Impact Hit on a successful Ogre Charge. In addition, Wallcrushers ignore all the effects of obstacles when attacking units that are defending them - he is likely to barge through or smash it down on top of the foe. This does not benefit a unit he joins.

A character with the Longstrider big name gains +1 to its Movement value.

Tools of Destruction

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

Magic Weapons

Great weapon. The wielder may choose to exchange all of his Attacks in close combat to make a single 'Thundercrush Attack'. Roll To Hit against the highest Weapon Skill amongst the enemy models in base contact. If the Thundercrush Attack hits, place the small template anywhere so that it is touching the wielder's base. Any infantry, war beasts or swarm models that lie underneath the template (friend or foe!) suffer a single Strength 3 hit. The model under the template's central hole instead suffers a single Strength 9 hit with the Multiple Wounds (D3) special rule. A model with any other troop type beneath the template is too big to be crushed, and doesn't suffer any hits.

Great weapon. Roll To Hit against the enemy's Initiative instead of his Weapon Skill, and no Parry saves are allowed - it is impossible to deflect a blow from the weapon. In addition, when assaulting models in a building, the wielder can make a 'Siegebreaker Attack' instead of attacking normally in the Close Combat phase (though he may still Stomp). A Siegebreaker Attack inflicts D6 hits with a Strength equal to the height of the building in inches, up to a maximum Strength of 10 (so, for example, models in a building that is 6 inches high would suffer D6 Strength 6 hits). Measure from the base of the building to its highest point.

Magic Armour

Ironfist. The wearer gains +1 Strength and a Ward Save (6+). If a Magic Weapon inflicts a Wound that is saved by this Ward save, its magical properties are consumed by the Greedy Fist; from the end of this close combat it is treated as a normal, non-magical weapon of the same type for the remainder of the game. In addition, an enemy Wizard loses a Wizard level and a randomly selected spell each time they are hit by an Ogre wearing the Greedy Fist.

Medium armour. An Ogre wearing the Gut Maw has the Terror special rule. In addition, he recovers one lost Wound (up to his starting number) for each unsaved Wound he causes in a challenge.

Medium armour. If the wearer is killed by an attack that is not made in close combat, roll a D6; on a 2+, they will remain in play with one Wound remaining.

Arcane Items

Models in a unit with the Dragonhide Banner can re-roll all To Hit, To Wound and saving throw rolls of 1 on the turn they make a successful charge. In addition, the bearer of the banner can use it to unleash an icy blast. This is a Strength 3 Breath Weapon with the Ice Attacks special rule.

One Use Only. The Hellheart can be used at the start of one of the opposing side's Magic phases, immediately after rolling for the Winds of Magic. All enemy Wizards within 12" of the bearer must roll 2D6 on the Miscast Table. Special rules or magic items that affect a normal miscast roll can be used against miscasts caused by the Hellheart. After resolving all the Miscasts, add an extra dispel dice to the Ogre's dispel pool for each enemy Wizard that was forced to roll on the Miscast table.

At the start of the Ogre Magic phase, the bearer of Grut's Sickle can inflict a single Wound on any unit he has joined. If he does so, then he adds +2 to all casting rolls he makes during that Magic phase. A Wound inflicted by Grut's Sickle is distributed as a shooting attack, and may not be saved in any way. Roll 2D6 at the end of each Magic phase where Grut's Sickle is used; on a roll of 3 or more nothing happens, but on a roll of double 1 the unit turns upon and slays the wielder of Grut's Sickle, and he is removed as a casualty with no saves of any kind allowed.

Enchanted Items

A Gnoblar Thiefstone grants the bearer Magic Resistance (1). In addition, roll on the following table when the model is deployed to see if the Thiefstone has helped them to 'find' any useful items. Note that this may result in the bearer of the Thiefstone having two or more Talismans. In addition, if a character is killed in close combat while being in base contact with the model wearing the Thiefstone, you will automatically be allowed to pick up any one Magic Item (except Magic Standards) that the slain character might have had, as long as the bearer does not already have a magic item of that type. The model with the Thiefstone may then use that item itself for the rest of the battle.

D6

Result

1

Nothing

2

Luckstone

3

Talisman of Protection

4

The Other Trickster's Shard

5

The Ruby Ring of Ruin

6

Talisman of Preservation

Magic Standards

When any enemy spell targeting a unit with the Rune Maw is successfully cast, roll a D6. On a roll of 2+, the caster must choose a new target for the spell. If no other target is available (because no other target is in range or all eligible units have already been targeted, for example), then the spell is wasted but still counts as having been cast. Spells that do not specifically target the unit are not affected by the Rune Maw.

Magic Items Expansion

Magic Weapons

Great weapon. The Tenderiser gives the wielder the Multiple Wounds (D3) special rule.

Magic Armour

Light armour. The Bull Gut gives the wearer the Impact Hits (D3) special rule, and all Impact Hits have the Armour Piercing (1) special rule.

Ironfist. Any hits made with the Skullplucker have the Killing Blow special rule.

Talismans

For each Wound the bearer of the Spangleshard suffers, roll a D6. If this roll is higher than the result of the To Wound roll, that wound is ignored.

The bearer of the Cathayan Jet gains the Magic Resistance (3) special rule. This has no effect on spells from the Lore of Ying and Yan.

Arcane Items

Bound Spell, Power Level 5. The Bangstick contains a magic missile with a range of 24" that causes 2D6 Strength 4 Hits with the Flaming Attacks special rule.

One use only. The Hungry Maw can be used after successfully dispelling an enemy spell. When used, the enemy spell can no longer be used for the remainder of the game.

A model with the Halfling Cookbook may re-roll one dice (except 1's) per casting roll when using the Lore of the Great Maw.

Enchanted Items

Any Psychology tests caused by the bearer of the Brahmir Statue (or any unit they are with) on any unit from Warhammer: Beastmen or Warhammer: Warriors of Chaos are taken with a -3 Leadership penalty.

The bearer of the Jade Lion and any unit they are with may re-roll any failed Psychology tests. If the unit flees for any reason, this benefit is lost for the remainder of the game.

One use only. The model with the Fistful of Laurels and any unit they are with may re-roll their first failed Break Test in the game using 3D6 and discard the highest result.

At the beginning of each Ogre turn, pick one unit in the line of sight of the bearer of the Rock Eye. The opposing player must announce the presence of all Magic Items, Hidden models and the like that unit might have.

Magic Standards

If the unit carrying the Cannibal Totem is in base contact with an enemy Troop Type with the same or higher Unit Strength as them, all models in the unit re-roll failed To Hit and To Wound rolls in the first round of that combat. However, they may not Overrun and must Pursue the enemy if possible.

A unit carrying the Bull Standard re-roll failed To Wound rolls for their Impact Hits.

The unit carrying the Ragbanner rolls 3D6 when taking Panic tests and discards the highest result.

The Lore of the Great Maw

Roll a D6 immediately after resolving the effects of a successfully cast spell from the Lore of the Great Maw. On a roll of 2-6, the Wizard that cast the spell recovers one lost Wound (up to his starting number of Wounds), 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 Wizard that cast the spell suffers a Strength 6 hit.

Spinemarrow is an augment spell with a range of 24". The target has the Stubborn and Immunity (Panic) special rules until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell target all friendly units within 24". If they do so, the casting value is increased to 16+.

Bullgorger is an augment spell with a range of 12". The target has +1 Strength until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 11+.

Bonecrusher is a magic missile with a range of 18" that causes 2D6 Strength 2 hits which Ignores Armour Saves. The caster can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 11+.

Toothcracker is an augment spell with a range of 12". The target has +1 Toughness until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.

Braingobbler is a hex spell with a range of 18". The target must take a Panic test. Units with Immunity (Psychology) cannot be targeted by this spell. The caster may choose to increase the range of the spell to 36". If he does so, the casting value is increased to 12+.

Trollguts is an augment spell with a range of 12". The target has the Regeneration (4+) special rule until the start of the caster's next Magic phase. The caster can choose to increase the range of this spell to 24". If they do so, the casting value is increased to 16+.

The Maw is a direct damage spell. Place the small round template anywhere within 18" of the caster. Roll the artillery dice and the scatter dice. Unless a Hit! is rolled, move the template the distance shown on the artillery dice, in the direction shown on the scatter dice.

If a misfire is rolled, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol).

Once the final position of the template is determined, all models under the template must take an Initiative test. Models that pass the test suffer a Strength 3 hit from The Maw's sharp teeth as they scrabble clear. Models that fail the test are savaged by The Maw and suffer a Strength 7 hit with the Multiple Wounds (D6) special rule. The Maw then closes with a satisfied burp and the template is removed.

The caster can choose to use the large template instead of the small template. If he does so, the casting value of The Maw is increased to 21+ and the template moves 2D6" rather than D6".

Slavegiant Special Rules

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 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.

Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. To determine what happens 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, 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 Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Throttle with Chain

5-6

'Eadbutt

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 or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. 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.

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.

The Slave Giant flails around himself with the stout chains that usually bind him to the cavern floor of the Ogre Tyrant's lair. The Slavegiant inflicts D6 Strength 6 hits on the target unit, allocated as shooting hits.

The Slavegiant wraps his heavy chains around the neck of his opponent and pulls hard, breaking the neck of his prey or even ripping its head clean off. The target must take a Toughness test. If the test is failed, the model takes 2D6 wounds which Ignores Armour Saves.

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.

Mammoth Special Attacks

Mammoths are huge beasts who rely on their near unstoppable mass and tree trunk sized tusks to gouge and crush their foes. When the 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

Result

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

The Mammoth tramples and crushes the enemy, splattering its victims like over-ripe fruit beneath its feet. A single enemy unit in base contact suffers D3 Strength 7 hits for each rank of five or more models it has.

The Mammoth inflicts 3D6 Hits with its Stomp Attack this turn.

The Mammoth trumpets and roars with deafening force. Neither the Mammoth nor any unit in contact with it fight if they have not already done so this turn. The army fielding the Mammoth automatically wins the combat by 3 points. This result has no effect against Animated Constructs.

The Mammoth uses its agile trunk to grab a helpless enemy 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 Mammoth swings the victim into its maw and bites down. 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 Mammoth's trunk constricts around the target, crushing their bones to splinters. The model is removed as a casualty and the Mammoth then picks another victim. Roll again on this table to see what happens.

The Mammoth charges, ramming its victim with its massive head. 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.

The Mammoth gouges at the enemy with its massive tusks. The Mammoth makes D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Bragg the Gutsman

Monstrous Infantry

40x40

Braugh Slavelord

Monstrous Infantry

40x80 or 50x100

Bruiser

Monstrous Infantry

40x40

Butcher

Monstrous Infantry

40x40

Cragbeasts

Monstrous Beast

50x50

Firebelly

Monstrous Infantry

40x40

Ghark Ironskin

Monstrous Cavalry

50x100

Gnoblar Fighters

Infantry

20x20

Gnoblar Scraplauncher

Chariot

50x100

Gnoblar Skewerslinger

Chariot

50x100

Gnoblar Trappers

Infantry

20x20

Golgfag Maneater

Monstrous Infantry

40x40

Gorger

Monstrous Infantry

40x40

Greasus Goldtooth

Monstrous Infantry

40x80 or 50x100

Great Mawpot

War Machine

50 or 100

Grimhorn Rhinox Riders

Monstrous Cavalry

50x100

Groth Onefinger

Monstrous Infantry

40x40

Hunter

Monstrous Infantry

40x40

Ice Mammoth

Monster

100x150

Ironblaster

Chariot

50x100

Ironguts

Monstrous Infantry

40x40

Jhared The Red

Monstrous Infantry

40x40

Leadbelchers

Monstrous Infantry

40x40

Maneaters

Monstrous Infantry

40x40

Morg Magmaborn

Monstrous Infantry

40x40

Mournfang

Monstrous Beast

50x100

Mournfang Cavalry

Monstrous Cavalry

50x100

Ogre Bulls

Monstrous Infantry

40x40

Rhinox

Monstrous Beast

50x100

Rhinox War Chariot

Chariot

50x100

Sabretusk Pack

Warbeast

25x50

Skrag The Slaughterer

Monstrous Infantry

40x80 or 50x100

Slaughtermaster

Monstrous Infantry

40x40

Slavegiant

Monster

50x75

Stonehorn

Monster

100x150

Thundertusk

Monster

100x150

Tyrant

Monstrous Infantry

40x40

Yhetee Rimespeaker

Monstrous Beast

40x40

Yhetees

Monstrous Infantry

40x40