Ogre Kingdoms

logo Far to the east of the Old World lie the savage Ogre Kingdoms. Among the frozen and desolate mountains of this realm live the Ogres – ugly, violent monsters who kill and eat anything they can catch.

An Ogre Kingdoms army is a massive, blunt instrument that smashes into enemy lines with the force of a ton of bricks. It is a hard-hitting army that will normally be vastly outnumbered on the battlefield. Nevertheless, with the right combination of Ogre units led by a fearsome Tyrant an opponent’s lines can be ripped asunder by a devastating bull charge even before a single ironbound club is swung. A single Ogre has enough brute strength to destroy a farmstead or village. Thus, the ramshackle armies that march west from the Ogre homelands are powerful enough to destroy empires.

Ogres have been described by scholars as ‘thick as two short planks‘. They have also been described as having enough intelligence to nail the planks together and beat the observer to a bloody pulp. There is some truth to this, for although the race is unable to create anything of lasting worth, they do have a knack for cobbling together crude weaponry out of whatever is to hand, and even using the machines of war they take, trade or earn from other races.

That said, the Mountains of Mourn are so inhospitable that nothing that makes its way into the Ogre Kingdoms is wasted - if an object is not immediately edible it will invariably find another use within a few hours of its discovery.

Ogres have an insatiable appetite for destruction as well as for food, and even in times of relative peace they will hunt and kill the vicious cave-beasts that dwell in the mountains, as well as war constantly amongst themselves. Ogres are well known for their tendency to brawl, and can be found across the four corners of the world, fighting in small mercenary groups that ultimately leave comparatively little evidence of their passing. In contrast, a full migration of Ogres can be devastating, stripping all life from the lands they come across and devouring entire populations in a matter of days. It may take decades before the desolation left in their wake begins to recover, but full-scale Ogre migrations are mercifully rare.

Ogres, being completely illiterate, rely on crude cave paintings and a tradition of storytelling (or just plain old boasting) to convey the folk tales and legends of their civilisation. One of their earliest myths concerns Old Stoneguts, an Ogre that caught and ate the sun one evening but, due to the heartburn it was causing him, threw it back up the very next morning. Ogres place great stock in feats of strength, and the mythology of the Ogre Kingdoms is continually fuelled by the Herculean (and often extremely exaggerated) tasks undertaken by its inhabitants.

ogre kingdoms

Ogre Kingdoms army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Bull Ogres

Infantry

4

4

5+

-

3

105

2/-

*1

Leadbelchers

Infantry

3/2

4

6+

-

3

90

-/2

*2

Ironguts

Infantry

4

4

4+

-

3

140

-/2

-

Yhetees

Infantry

5

4

-

-

3

90

-/2

*3

Gnoblars

Infantry

2/1

3

-

-

3

30

-/4

*4

Rhinox Riders

Cavalry

5

4

5+

-

3

200

-/1

*5

Gorgers

Infantry

5

3

5+

-

3

110

-/1

*6

Sabretusks

Cavalry

3

3

-

-

3

40

-/1

-

Slave Giant

Monster

8

8

5+

-

1

135

-/1

*7

Scrap Launcher

Artillery

1/3

3

-

-

1

75

-/1

*8

 

Tyrant

General

+2

-

-

9

1

125

1

-

Bruiser

Hero

+1

-

-

8

1

80

-/1

-

Butcher

Wizard

+1

-

-

8

1

90

-/1

-

Bull Rhinox

Monstrous Mount

+2

-

-

-

-

+65

-/1

*9

Special rules

1. Bull Ogres

If an Ogre unit can use its initiative to charge an enemy unit of humans at the start of the Command phase then it must do so. This happens automatically and their commander can do nothing about it. ‘Humans’ encompasses all men including Chaos Warriors and Marauders, but not Dwarfs, Elves etc.

2. Leadbelchers

Leadbelchers‘ cannons have a range of 15cm. Leadbelchers’ shooting attacks impose a -1 penalty to armour rolls.

3. Yhetees

If the unit of Yhetees is charging against an enemy in the open it receives an additional +1 Attack modifier in the same way as chariots and monsters. A Yhetee unit can only give support and be supported by other Yhetee units and must pursue retreating enemies where possible and must advance into a combat if they are able to do so.

4. Gnoblars

This unit is allowed to shoot as if it had bows but its range is reduced to 15cm. A Gnoblar stand cannot be supported by other kinds of infantry - only by other Gnoblar stands. Note, however, that Gnoblars can support other kinds of infantry as normal. Gnoblars cannot be given magic items. Characters cannot join Gnoblar units.

5. Gorgers

When trying to issue an order to a unit of Gorgers or to a brigade that contains a unit of Gorgers, there is always a -1 Command penalty due their beastly and unruly nature. Gorgers always ignore distance modifiers when receiving orders and can pursue any type of retreating enemy.

Gorgers do not have to be deployed before the game if the player does not wish to do so. Instead individual units can be infiltrated onto the battlefield once the game has begun. To infiltrate a unit, the Ogre player nominates the point where he wants the Gorgers to appear and issues an ‘infiltration‘ order from any character. The character does not have to be within his normal command range to issue an infiltration order - the character‘s command range is considered to extend over the entire tabletop when issuing an infiltration order. Treat the order as issued to the nominated point, and apply the Gorgers‘ standard -1 command penalty and any modifiers for proximity of enemy. The nominated point must lie either on the table within dense terrain or on any base edge other than the enemy player‘s own table edge. If successful, place one stand on the nominated spot and arrange the rest of the unit into formation around it. The infiltrated unit cannot be placed so that it touches an enemy unit. Once deployed, orders can be given to the unit by the same character that gave the infiltration order. The infiltrating unit is considered to have used its first order to deploy. If the infiltration order is failed the unit is not deployed and cannot infiltrate that turn, it can attempt to infiltrate in a subsequent turn at the same or a different place.

Gorgers don‘t suffer the usual -1 Command penalty for Dense Terrain.

6. Rhinox Riders

Units of Rhinox Riders are unaffected by terror. Rhinox Riders receive +1 Attack when charging against an enemy in open in the same way as chariots and monsters.

5. Slave Giant

Giants must always be given a separate order. They cannot be brigaded with other troops, although several Giants can be brigaded together if you so wish. If you attempt to give an order to a Giant and fail then you must take a test to see what it does. Ignore potential blunders - these are taken into account by the following rules. Roll a dice and consult the Giant Goes Wild chart. Where Giants are brigaded together roll for each separately.

Giants have a great many hits, 8 in fact, which are almost impossible to inflict during even a fairly lengthy combat engagement. Because Giants have so many hits we must consider the possibility of hurting the Giant and reducing its effectiveness in subsequent turns. Therefore, if a Giant has accumulated 5-7 hits by the end of the Shooting phase or Combat phase and is no longer engaged in combat it is deemed to have been badly hurt. Once a Giant is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 4 Hits and 4 Attacks).

A Giant causes terror in its enemies.

Giant Goes Wild Chart
D6 Oh no! What‘s he doing now!

1

The Giant will neither move nor fight this turn but simply stands rooted to the spot looking dopey.

2

Move the Giant directly towards the nearest table edge. If he moves into another unit he will charge it regardless of which side it is on. If victorious in combat the Giant will hold his ground.

3

The Giant throws an object at the closest visible unit (friend or foe) within 5xD6 cm, inflicting 3 Attacks. If the target is in combat, the attacks contribute to the combat result; otherwise, resolve them in the Shooting phase.

4

The Giant moves straight forward at full pace in the direction he is facing in. If he reaches an enemy unit he will charge. If he reaches a friendly unit he will walk straight through and out the other side if there is room and he has sufficient move. If he reaches a friendly unit and does not have sufficient move or enough room to walk all the way through then he halts on contact. A friendly unit that is walked through or contacted in this way instantly becomes confused as a result.

5

The Giant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he will charge. If friends are in the way he will walk through them causing confusion as described above. If there is no visible enemy the Giant does nothing this Command phase.

6

The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the Giant at double his normal full pace move. If he reaches an enemy unit, he charges it and fights by jumping up and down on the foe, furiously doubling his Attacks value in the first round of combat. If there is no visible enemy the Giant does nothing this Command phase.

8. Scrap Launcher

Scrap Launcher is a Stone Thrower as described in the Warmaster Rulebook.

9. Bull Rhinox

Tyrants, Bruisers and Butchers may ride the Bull Rhinox. A unit that is joined with a character mounted on this huge beast causes terror in enemies.

infantry

Ogre Kingdoms spells

Tooth Cracker

3+ to cast Range 30cm

The Butcher grinds his way through a lump of earth encrusted bedrock taken from the peak of a mountain, imbuing himself and his fellows with supernatural resilience. This often costs the Butcher more than a couple of teeth.

Target friendly unit can’t be driven back or confused until your next turn.

Bone Cruncher

5+ to cast Range 30cm

Shovelling dry bones into his mouth, the Butcher painfully crunches his way through femurs, ribs and skulls. As he points at his foes and spits his bloody curse, the enemy find their own bones breaking within their bodies.

Counts as three shooting attacks with no armour save. The spell causes drive back as for normal shooting. The Wizard must be able to see the target and can’t cast the spell into a combat.

Bull Gorger

4+ to cast Range N/A

The Butcher greedily devours the heart of a Bull Rhinox, no doubt enjoying the feast of healthy blood and muscle whilst he imbues himself and his charges with the strength of a charging Rhinox.

The spell adds +1 Attack for each stand in a unit the Butcher has joined, including his own stand. The spell lasts for the duration of the following Combat phase.

Troll Guts

5+ to cast Range 30cm

The Ogre Butcher forces down the toxic guts of a Stone Troll, great quantities of acid and bile ravaging his much abused gut as he transfers the supernatural abilities of the troll onto himself and his companions.

This spell can be cast on friendly unit in combat. Each stand in affected unit gain +1 Hit during the following Combat phase.