Royaumes Ogres
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 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/– |
|
Leadbelchers |
Infantry |
3/2 |
4 |
6+ |
– |
3 |
90 |
–/2 |
|
Ironguts |
Infantry |
4 |
4 |
4+ |
– |
3 |
140 |
–/2 |
– |
Yhetees |
Infantry |
5 |
4 |
– |
– |
3 |
90 |
–/2 |
|
Gnoblars |
Infantry |
2/1 |
3 |
– |
– |
3 |
30 |
–/4 |
|
Gorgers |
Infantry |
5 |
3 |
5+ |
– |
3 |
110 |
–/1 |
|
Rhinox Riders |
Cavalry |
5 |
4 |
5+ |
– |
3 |
200 |
–/1 |
|
Sabretusks |
Cavalry |
3 |
3 |
– |
– |
3 |
40 |
–/1 |
– |
Slave Giant |
Monster |
8 |
8 |
5+ |
– |
1 |
135 |
–/1 |
|
Scrap Launcher |
Artillery |
1/3 |
3 |
– |
– |
1 |
75 |
–/1 |
|
|
|||||||||
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 |
Règles Spéciales
- 1. Bull Ogres
-
Si une unité d’Ogres peut utiliser son initiative pour charger une unité d’humains (littéralement humains… ce qui inclut les Guerriers et Maraudeurs du Chaos, mais pas les Nains, les Elfes et autres humanoïdes) au début de la phase d’Ordres, elle doit le faire, quels que soient les désirs de leur commandant.
- 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.
Une unité de Cannibales n’a pas à être déployée au début de la bataille si le joueur le désire. À la place, l’unité peut s’infiltrer sur le champ de bataille une fois la partie commencée. Pour infiltrer une unité, le joueur Ogre désigne le point où il veut la faire apparaître et doit lui donner un ordre d’infiltration avec l’un de ses personnages. Le personnage ne tient pas compte des portées d’ordre pour donner l’ordre d’infiltration : on considère que sa portée d’ordre s’étend à l’ensemble du champ de bataille pour ce qui est de donner un tel ordre. Considérez que l’ordre est donné au point où l’unité doit apparaître, et appliquez les malus de -1 au commandement des Cannibales et de proximité de l’ennemi. Le point d’apparition de l’unité doit être situé en terrain dense ou sur un bord de table n’étant pas celui du joueur adverse. Si l’ordre d’infiltration est donné avec succès, placez un socle de l’unité sur le point indiqué et positionnez les autres en formation autour de celui-ci. L’unité infiltrée ne peut pas être placée de façon à toucher l’ennemi. Une fois qu’elle est déployée, elle peut recevoir des ordres du personnage qui a donné l’ordre d’infiltration, si celui-ci se trouve à portée d’ordre habituelle : on considère qu’elle a utilisé son premier ordre pour se déployer. Si l’ordre d’infiltration est un échec, l’unité n’est pas déployée et ne peut pas s’infiltrer lors de ce tour. Elle pourra essayer de nouveau lors d’un tour suivant, au même endroit ou en un autre lieu.
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.
- 7. Slave Giant
-
Les Géants doivent toujours recevoir des ordres séparés. Ils ne peuvent pas rejoindre des brigades d’autres troupes mais peuvent constituer des brigades de Géants. Si vous tentez de donner un ordre à un Géant et que vous échouez, vous devez effectuer un test pour voir ce qui se passe. Ne vous inquiétez pas des éventuelles gaffes, elles sont prises en compte dans le tableau ci-dessous. Lancez un dé et consultez le Tableau de Démence du Géant. Lorsque les Géants sont regroupés en brigades, faites un jet par Géant.
Un Géant possède beaucoup de Points de Vie (8). Il serait donc très difficile d’en venir à bout même lors d’un même combat. À cause de cela, nous devons considérer la possibilité que les blessures subies réduisent son efficacité au combat. De ce fait, si un géant a accumulé entre 5 et 7 touches à la fin d’une phase de Tir ou de Combat, et qu’il n’est plus engagé, il est grièvement blessé. Une fois qu’un Géant est grièvement blessé, toutes les touches accumulées jusque-là sont annulées mais ses Attaques et ses Points de Vie sont réduits de moitié pour le reste de la partie (4 Attaques et 4 Points de Vie).
Un Géant provoque la terreur.
- 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.

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+ pour lancer Portée 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+ pour lancer Portée 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+ pour lancer Portée 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.