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Author Topic: Ogre Mordheim warband  (Read 5321 times)

spriten

Re: Ogre Mordheim warband
« Reply #75 on: Jan 23, 2012, 11:04:00 PM »
Whoops, didn't notice that :oops:

Almost every hero out there starts with experience.
The leader always starts with 20, most heroes start with 8, though some have 12 or 0.
Check out the main rulebook or here's an example from the Sisters of sigmar http://www.mordheimer.com/warbands/official/sisters.htm.

On second thought I think that Snarefingers should start with 0.

grey templar

Re: Ogre Mordheim warband
« Reply #76 on: Jan 24, 2012, 05:44:41 AM »
I downloaded the rulebook from the GW website and it makes no mention of this :P
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

spriten

Re: Ogre Mordheim warband
« Reply #77 on: Jan 24, 2012, 02:30:20 PM »
It's written in the warbands section, just before the pages with skill and gear available to the warband.
Check it out, first one is on page seven http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330016_Mord_Rulebook_part_2_-_warbands.pdf

grey templar

Re: Ogre Mordheim warband
« Reply #78 on: Jan 24, 2012, 03:35:12 PM »
Found it, thats easy to miss.

Quote
Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 80 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armor: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armor: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Starting Experience

Maneater Captains start with 20 experience
Maneaters start with 8 experience.
Butchers start with 8 experience.
Snarefingers start with 0 experience.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X
Gnoblar Snarefinger_______________X___________________________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.




Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

Randroid

Re: Ogre Mordheim warband
« Reply #79 on: Feb 12, 2012, 01:12:45 AM »
So where are we with these? Do we need more feedback? Playtesting?

I don't want this to die a quiet forum death... let's get some Ogre Mordheim action going!
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101

grey templar

Re: Ogre Mordheim warband
« Reply #80 on: Feb 12, 2012, 01:36:25 AM »
Play testing and proofreading is what it needs. Completeness too.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

Reg06

Re: Ogre Mordheim warband
« Reply #81 on: Feb 13, 2012, 07:20:37 PM »
Gnoblar herpes still feels wrong.

What if the snarefingers were henchmen that added exploration dice for the ogres? The gnoblars aren't really interested in wyrdstone and gold and such (they more want scrap and small rodents), and this keeps ogres as heroes only. Making the snarefingers add bonus dice to the ogre exploration also helps to get across the feel that the gnoblars are equipment used by ogres. And it makes for more tactical play, as you could quite easily lose some exploration ability.

Thoughts? Do people not dislike gnoblar heroes as much as I do?
If by RAW, you mean "Reg06's Audacious Whims", then you'd be right.
Forum primer
http://www.ogrestronghold.com/forum/index.php?topic=7241.0
Going Last Podcast; http://goinglast.net/

spriten

Re: Ogre Mordheim warband
« Reply #82 on: Feb 13, 2012, 07:29:18 PM »
I feel that the Ogres really need some kind of cheap hero, and the snarefinger fill that role quite well.
The other option is some untrained ogre as a cheaper alternative. This would work well with your suggestion.
Mordheim is all about the heroes IMHO, at least when you start out.

And no Reg, after seeing the ninja gnoblar model I've always liked the idea of such a hero :)



danielking4812

Re: Ogre Mordheim warband
« Reply #83 on: Feb 14, 2012, 04:57:19 AM »
firebreathing gnoblar???
Facing ogres is like facing an avalanche.


grey templar

Re: Ogre Mordheim warband
« Reply #84 on: Feb 14, 2012, 05:06:12 AM »
No, that would be very unbalanced :P
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

danielking4812

Re: Ogre Mordheim warband
« Reply #85 on: Feb 14, 2012, 05:16:39 AM »
Sorry. :) Ahh... one day...
Facing ogres is like facing an avalanche.


grey templar

Re: Ogre Mordheim warband
« Reply #86 on: Feb 14, 2012, 05:17:40 AM »
i'm sure it would be fine in a Gnoblar warband list.

Something for the Tower to work on ;)
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

Flydd

Re: Ogre Mordheim warband
« Reply #87 on: Feb 14, 2012, 11:23:23 AM »
Being an avid Mordheim fan, I would be ver interested in playtesting this. However a couple of things on the list don't feel right to me. The first is gnoblar heroes it seems odd to be able to have gnoblar heroes, I would mych prefer swapping them with young guts. The second is the cost of the butcher, it looks fine except for allowing them to wear armour and cast spells not too sure my gaming group is going to like the idea of this for 20 gold more than a normal maneater with no drop in stats.

Also the bone cruncher spell, is the characteristic loss random betweem M, I and A or does the caster pick?

Edited to clarify my meaning

Emergency Rations

Re: Ogre Mordheim warband
« Reply #88 on: Feb 14, 2012, 05:02:17 PM »
Butchers not wearing armor fits fluffwise and isn't a huge concession to balance. I think the 'weapons and wargear' was intended to reflect that.

Young guts were moved to henchmen to allow for lads got talent rolls not being wasted advancement rolls from the very beginning. The gnoblar hero was intended to support early growth and provide at least one cheap hero option (also supports lads got talent). Both still feel ugly and unogrey, but we (or at least I) didn't want to start writing exceptions to every rule.

I'm still think the hero distribution should be 0-1 captain, 0-1 butcher, 0-3 maneaters, 0-1 snarefinger. Giving us a max of 6 hero units. As it stands we could have 8 heroes (6 ogre cap and then 2 snarefingers) which is more than even the skaven get. Having us cap at 6 heroes 6 henchmen feels right to me (bigger than average on heroes, less total models)


as for bone cruncher, I think its caster picks, but may be more balanced with a random selection...

gantherogue

Re: Ogre Mordheim warband
« Reply #89 on: Feb 14, 2012, 09:44:32 PM »
Hur Hur. When I play mordheim against my friend dis is gonna be good!
8th edition Win/loss/tie ratio: 6/1/1

First we beat 'em. Then we eat ’em.

dougch

Re: Ogre Mordheim warband
« Reply #90 on: Feb 17, 2012, 07:27:49 AM »
quick question, why is the ctahayn longssword only 25 gold?
ogre achievements
1,2,3,4,6,7,8,12,13,17,30,34,37,38,41,42,43,45,59,62,64,70,79,81,86,94,97+bonus

grey templar

Re: Ogre Mordheim warband
« Reply #91 on: Feb 17, 2012, 05:12:45 PM »
Should it be more?

it is Rare 10, so there is a high possability of you wasting your gold trying to get it.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

gantherogue

Re: Ogre Mordheim warband
« Reply #92 on: Feb 20, 2012, 07:07:31 AM »
Doing a play test of this tomorrow against an High Elf warband. And one question why are their no leadbelcher options in this?
8th edition Win/loss/tie ratio: 6/1/1

First we beat 'em. Then we eat ’em.

grey templar

Re: Ogre Mordheim warband
« Reply #93 on: Feb 20, 2012, 04:31:49 PM »
Because an Ogre sized Blunderbuss would be some extremely overpowered it wouldn't even be funny.


I came up with something like this,

Leadbeltcher cannon

Maximum Range: Special; Strength: 4;
Special Rules: Shot, Fire once, Save Modifier, Solid construction

SPECIAL RULES
Shot: When your model fires the Leadbeltcher cannon, draw a line 16" long and 2" wide in any direction from the firer (the line must be absolutely straight). Any and all models in its path are automatically hit by a Strength 4 hit.

Fire Once: Can only be fired once per battle.

Solid construction: The Leadbeltcher cannon can be used in combat as a 2 handed club.
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

Randroid

Re: Ogre Mordheim warband
« Reply #94 on: Apr 02, 2012, 03:20:45 PM »
So do those who have contributed to and playtested these rules feel confident enough in them to post them (designed up) as a beta set of rules? If not, what is needed to get there?
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101

spriten

Re: Ogre Mordheim warband
« Reply #95 on: Apr 04, 2012, 04:04:35 PM »
I'm happy with the general outline, and it has been a blast to playtest them :)

I've played through two campaigns by now, and I feel they are a tad overpowered.
My maneaters would chew threw vampires and possessed a little bit too easy. They have an awesome tanking ability, and a very high damage output. With a cheap second weapon they have 4 S4 attack.
One of my maneaters even took on a vampire and a possessed simultaneously He killed both...

I would suggest increasing their cost to 90-95

grey templar

Re: Ogre Mordheim warband
« Reply #96 on: Apr 05, 2012, 12:20:28 AM »
Upped the Maneater point cost to 90.

I'll try to get this thing into a PDF document so it looks all official-like sometime soon. Maybe once school lets out.

If someone could make some artwork that would be sweet. I could steal pics off google but that only goes so far. ;)
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Ogre Warband

Ogre Warbands may not have, or begin a campaign with, more then 6 Ogre Maneaters(including the captain) and may not have more Ogre Heroes then all their henchmen combined, except in the case of casualities sustained during a campaign.

Warband Rating:Each Ogre(Captain, Maneater, Butcher, and Young-gut)) in the Warband increases the Warband rating by 15 in addition to the normal amount the Warband would be worth. So a Warband with 3 Ogres and 10 Gnoblars with no experience points would have a rating of 110, 65 for models plus another 45 for having 3 Ogres.

Note on Ogres and Drugs: Ogres are extremely large, and as such require larger doses to be effected. An ogre only gains the effect of a Drug if he uses a double dosage. in addition, if an Ogre ever becomes addicted roll a D6. on a 4+ the addiction doesn't take hold.

Note on Equipment and Campaigns: Thinling equipment is, as one would expect, impossable for Ogres to use. Ogre versions of wargear must be custom built to fit their massive frames. When purchasing equipment from traders, Ogres must pay double the listed price to aquire an Ogre sized version of their desired weapon. Weapons and armor aquired from looting are unusable by the Ogres and must be sold or used by the Warbands gnoblars.

Maximum Ogre Stat levels;

M8; WS8, BS6, Str6, T6, W6, I4, A5, Ld9


Heroes

1 Maneater Captain: 115 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---4---3--4--4--3--3--3--8

Weapons/armor: A Maneater Captain may choose weapons and armor from the Ogre Wargear table. He may also purchase 2 skills from the Been There, Done That table.

Special Rules: Fear, Large,

Leader: Any friendly Ogre or Gnoblar model within 6" of the Maneater Captain may use his Leadership characteristic when taking Leadership tests.

0-5 Ogre Maneaters: Costs 90 gold crowns to hire

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: An Ogre Maneater may choose weapons and armor from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large,

Bully: Any gnoblars within 6" of the Maneater may use his Leadership exactly as if he was the Captain.

0-1 Butcher: Costs 100 gold crowns to hire

Occasionally, a Maneater will show an aptitude for the Shamanic rituals associated with the worship of the Great Maw. Such individuals are rare amoung Maneaters and, though their power cannot compare with the power of ogres marked at birth, their abilities are sufficient enough to bolster their comrades.

M-WS-BS--S--T--W--I--A--Ld
6---3---2--4--4--3--3--2---7

Weapons/armor: a Butcher may choose weapons and wargear from the Ogre Wargear table. He may also purchase one skill from the Been There, Done That table.

Special Rules: Fear, Large, Bully,

Wizard: Butchers are Wizards and are able to use spells from the Gastromancy spell chart. They may cast spells even if wearing armor.

0-2 Gnoblar Snarefinger: 30 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---3---3--2--3--1--3--2--6

Wargear/armor: Gnoblar Snarefingers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules: Insignificant, Bicker,

Sneaky Gits: Instead of deploying with the rest of the Warband, Gnoblar trappers and Snarefingers may instead deploy anywhere on the battlefield so long as they are more then 12" away from any enemy models and deployed in cover.

Sharp Eyes: Snarefingers are highly valued by Ogres because of their incredible ability to find things, which the Ogres often relieve them of. Snarefingers roll 2 dice and may choose which to apply to the Exploration chart total.

Henchmen
(bought in groups of 1-10, except for Young-guts)

0-2 Ogre Young-guts: Costs 50 gold crowns to hire. Each Young-gut forms its own seperate group when gaining experience.

M-WS-BS--S--T--W--I--A--Ld
5---2---1--4--4--2--2--2---6

Weapons/armor: an Ogre Young-gut may choose weapons and armor from the Ogre Wargear table.

Special Rules: Bully, Large,

Tough:A Young-gut is only killed after being taken out of action on a roll of a 1.

Off to see the World: If a young gut is the target of a 'Lads got Talent' role, the young gut may choose to go gain experience as a bodyguard. Promote the Young Gut to Ogre Maneater or Butcher, increasing any lower stats to match, and sit the new hero out for 2 fights. When the Maneater returns, he may chpurchase one skill from the Been there, Done That table paying double its normal price(Taken from the Warband's treasury)

Gnoblar: 15 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--5

Wargear/armor: Gnoblars are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear table.

Special Rules:

Insignificant: Each Gnoblar counts as 1/2 a model for the purposes of determining when to take a Rout test. Gnoblars also do not count as friendly models for the purpose of taking an All Alone test except for other Gnoblars.

Bicker: At the start of each turn, every Gnoblar that is outside of line of sight to an Ogre that is not Stunned or Knocked Down must take a Ld test to see if it slacks off or picks a fight. If the test if failed then it may do no action this turn, though they will act as normal if attacked in CC. Gnoblars that are within 6" of gnoblars that have already failed their test take this test at a -1 per failed gnoblar.


0-10 Gnoblar Trappers: 20 Gold Crowns to hire

M-WS-BS--S--T--W--I--A--Ld
4---2---3--2--3--1--3--1--6

Wargear/armor: Gnoblar Trappers are armed with a dagger and cowardly disposition. They may choose wargear from the Gnoblar Wargear Table.

Special Rules: Insignificant, Bicker, Sneaky Gits


0-5 Sabretusks: 50 Gold Crowns to hire.

M-WS-BS--S--T--W--I--A--Ld
8---3---0--4--4--1--4--2--5

Weapons/armor: None

Special Rules: Fear

Animal: Sabretusks are animals and thus do not
gain experience.


Gnoblar Wargear Chart:

Hand-to-hand weapons
2nd Dagger: 2 gold
Hunting Knife(counts as Sword): 5 gold
Broken Spear shaft(Spear): 5 gold

Special Wargear
Traps(Trappers only): 20 pts Rare 8

Missile Weapons
Loose Debris(Throwing Knife): free
Short Bow: 6 gold
Sling: 5 gold
Scavanged Pistol: 10 gold(only one allowed per model) Rare 8

Armor
Light Armor: 5 gold
Shield: 5 gold
Helmet: 5 gold


Ogre Wargear Table

Hand-to-hand Weapons
Ogre Club: 15 gold
Ogre blade(sword): 15 gold
Double handed weapon:20 gold
Catheyen Longsword: 25 gold Rare 10

Ranged Weapons
Ogre Pistol: 20 gold(40 for Brace) Rare 7
Harpoon Launcher: 40 gold Rare 10
Chaintrap: 30 gold Rare 8

Armor
Gutplate: 30 gold Rare 8
Light Armor: 20 gold
Heavy Armor: 50 gold
Ironfist: 10 gold
Helmet: 10 gold

Pet Gnoblars
Look-out Gnoblar : 35 gold. Availability: Rare 10
Luck-Gnoblar: 35 gold  Availability: Rare 9 
Sword-Gnoblar : 30 gold. Availability: Rare 8

Wargear descriptions
Scavanged Pistol Gnoblars are extremely cunning and will always loot the dead for baubles and better weapons. Pistols are a much desired find, although the life of such a weapon, and the gnoblar wielding it, is invariably short.

Max Range: 6"; Str:4; Special Rules: Prepare shot, Save modifier, Hand-to-hand, Unreliable*

*The pistol will misfire on the roll of a 1 or 2 instead of just a 1

Traps: For every Gnoblar with Traps as Wargear, the ogre warband make place 2 markers on the table anywhere outside of the opposing warbands deployment zone. one marker is a trap, the other one is perfectly harmless debries. mark down which is which, underneath the marker is perfect. When a model(from friend or foe) comes within 2" of a marker, for any reason, the trap has been sprung or revealed to have been a harmless piece of junk. If it was a trap, the model immediatly takes a Str3 hit. Models that were running or charging when springing the trap also become knocked down regardless if a wound is caused or not and do not complete their movement. Models that were not running or charging may finish their movement(if any) after triggering a trap and the hit has been resolved. After a marker has been revealed remove it from play.

Ogre Club: The signiture weapon of the Ogre race, every ogre will have a club to call his own. these weapons can range from being simple weapons made out of ironbound tree limbs to crude iron blades.

Range: Close combat; Strength: as user; Special Rules: Concussion, Bludgeoning Weapon*

*Ogre Clubs have an extra save modifier of -1, so a Str4 model will inflict a -2 armor save modifier

Ironfist: These metal gauntlets resemble massive Punch-daggers, being covered in all manner of nasty spikes and studs.

Ironfists are shields in all respects. In addition, the wielder of an Ironfist gains an additional attack in close combat. This attack is made at the ogre's base strength and may not benifit from any other equipment or special rules the ogre benifits from.

Gutplate: All true ogres, except Butchers, will wear this iconic posession. Gutplates can be made of of many different materials, but all have one purpose and that is to protect an ogre's gut.

A Gutplate gives it wearer a 6+ armor save that combines with other equipment normally. In addition, the first hit an ogre recieves every battle will be ignored on a 5+ as it bounces off its solid construction.

Cathayen Longsword: These weapons are incredibly rare and valuable, created with the finest craftmenship of far Cathey. Ogre Mercenaries are incredibly fond of these weapons as the blades are eternally sharp and swifter then the eye can track.

Range: Close Combat; Strength: as user; Special rules: Parry, Cutting Edge, Strike First

Ogre Pistol: Little more then modified empire handguns, these are popular weapons with Ogre maneaters.

Maximum Range: 24"; Str:4; Special Rules: Prepare Shot, Save modifier(-2), Hand-to-hand

Harpoon Launcher: Harpoon launchers are a popular ogre hunting weapon that also has great utility in combat.

Maximum Range: 36"; Str:6; Special rules: Move or Fire, Hunting Weapon*

*The firer of the Harpoon launcher gains a +1 bonus to hit if he is firing at a large target

Chaintrap: Another popular ogre hunting weapon. it consists of a steel or iron beartrap on a long length of chain which is then tossed in the general direction of the enemy. Even though the jaws rarely snap shut on their target, getting brained by 10 pounds of solid metal is enough to kill even a well armored man.

Maximum Range: 12"; Str4; Special Rules: Thrown Weapon, Jaws of Death*

*any roll of a 6 to wound with the Chaintrap will cause 2 wounds instead of 1 as the jaws close on their victim with a sickening squelsh. This replaces the normal critical hit sequence.

Look-out Gnoblar: The ogre gains the Dodge skill.

Luck-Gnoblar: The ogre may reroll one dice per battle. 2 Luck Gnoblars give their owner 2 rerolls.

Sword-Gnoblar: The ogre gains one additional Str2 attack in combat made at the WS and I of the owner.


Gastromancy spell chart

D6 roll

1: Bull Gorger: Difficulty 7
Range: 6"; The target model gains +1str till the beginning of the next ogre turn, this may only be cast upon Ogres.

2: Toothcracker: Difficulty 7
Range 6"; The target model gains +1toughness till the beginning of the next ogre turn, this may only be cast upon Ogres.

3: Bloodgruel: Difficulty 8
Range 6"; The target model immediatly regains a wound he lost earlier in the battle, can only be cast upon Ogres.

4: Bonecruncher: Difficulty 8
Range 12"; The target model suffers D6 str2 hits with no armor saves allowed. if the victim survives the spell, he permanantly loses 1A, 1I, or 1M, to a minimum of 1, for the rest of the battle. Successive castings of this spell are cumulative.

5: Trollguts: Difficulty 8
Range 6"; The target model gains a 5+ regeneration save that may be taken against any wounds suffered by the model this turn. this save is taken after any armor saves and before damage is applied, it may not be taken against Critical Hits.

6: Braingobbler: Difficulty 9
This spell targets all enemy models within 6", They must immediatly pass a Ld test or be totally rooted in fear. In their next turn, effected models must move as fast as possable away from all visable enemies. They may not charge into combat although they may use shooting weapons and cast magic as normal. Models that are immune to psycology and fear are immune to this spell as are any models in close combat.

"Been There, Done That" table Ogre Maneaters have traveled far and wide, having fought, and eaten, just about anything that crawls on the face of the earth. Been There, Done That skills may not be changed or lost for any reason once they are purchased as they are an integral part of the Ogre himself. Once an Ogre is part of a Warband he may not gain additional skills from this table as they represent prior experiences.

Reikland Mercenary(Maneater Captain only): 20 gold
Having served under the leadership of Reikland Mercenaries, the Ogre has gained a better grasp of leadership. The Maneater's leadership range increases to 9''

Deadshot: 20 gold
The Ogre has become extremely skilled in the use of guns. The ogre adds +1 to his dice rolls to hit when using any type of Blackpowder weapon.

Marienburg Mercenary: 30 gold
The Ogre has gained some contacts in the merchant world, and acquired extra wealth, during his time with the Marienburg Mercenaries. The Maneater starts with a free pet gnoblar. The Ogre may reroll the dice when searching for Rare Items.

Mutated: 10 gold+mutation
The Maneater at some point in his travels became exposed to the mutating effects of Chaos when he ate the remains of a vile Spawn. While not the brightest move in his career, he does find the extra hand he grew the next day to be really useful. The Maneater may have one mutation from the mutations starting list at the price listed.

Served in a Witch Hunt: 20 gold
The Ogre served as a Mercenary under a Witch Hunter and has seen all kind of untold Horrers. The Maneater is immune to psycology.

Jungle Fighter: 15 gold
The Ogre has served in the hot steaming jungles of Lustria and been exposed to all kinds of vile poisons. The pathetic venoms of the rest of the world are as nothing in comparason. The Ogre is immune to Poison, such attacks must roll to wound as normal.

Nirnja Master: 30 gold
The Ogre was schooled in the mysterious Nirnja arts during his time as a bodyguard in Nippon. The Ogre gains +1A and will never suffer the penelties associated with fighting with just his fists.

Mawgazer: 30 gold(Butchers only)
The butcher has seen the face of his ravenous god and lived to tell the tale. The Maw has seen fit to bless his chosen one and the power of the Maw flows through him. The Butcher knows and may use 2 spells from the Gastromancy spell chart.

Starting Experience

Maneater Captains start with 20 experience
Maneaters start with 8 experience.
Butchers start with 8 experience.
Snarefingers start with 0 experience.

Ogre Skill table
_______________Combat____Shooting___Academic___Strength____Speed___Ogre skills
Maneater Captain______X__________X_________X_________X__________________X
Ogre Maneater________X__________X___________________X__________________X
Ogre Butcher_________X__________X___________________X__________________X
Gnoblar Snarefinger_______________X___________________________X_________

Ogres are not particularly bright individuals nor are they the swiftest of creatures. All ogres are limited to a maximum of 5 skills and may not have more then 2 skills from the same catagory. Also, Maneater Captains may only ever choose one Academic skill.

Ogre Skills

Bellowing Roar (Maneater Captain only)
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill allows the Captain to reroll the first failed rout test.

Master of Arms
The Ogre learns how to use his size. He may now wield a Difficult to Use/two handed weapons and a hand weapon at the same time, but not two Difficult to Use/two handed weapons at the same time.

Gastronomical Apptitue(Butcher only)
After decades of eating food that could lay low an Irongut, the butcher can handle anything from trollguts to the heart of a chaos spawn. The Butcher may re-roll a single dice when casting a spell, but takes a S3 hit to represent the side effects of his more potent ingredients. He cannot be taken out of action from such a hit but can be knocked down or stunned as normal.

Bull Charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may inflict a single automatic hit at his base strength instead of attacking normally. This attack may not take an enemy out of action but will effect him normally otherwise, treat Out of Action results as Stunned instead. This attack has the Strikes First special rule.

Swift Reflexes
This ogre has shown an incredible, for an ogre anyway, ability to react quickly. The ogre may reroll his first failed Inititive test per game.

Crushing Embrace
The ogre has developed a favored method of killing his enemies, grabbing them in his arms and crushing the very life out of them. The ogre may, instead of his normal attacks, make a single attack against one enemy model in base contact. If this attack hits the ogre has grabbed his victim. The model grabbed and the ogre both roll a D6 and add their strength. If the model grabbed has a score equal to or greater then the ogre's he immediatly breaks free and may inflict a single automatic hit on the ogre with any of his close combat weapons. But if the ogres score was greater, the model grabbed immediatly suffers a number of hits equal to the amount the ogre won by at the strength of the ogre.


Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

danielking4812

Re: Ogre Mordheim warband
« Reply #97 on: Apr 05, 2012, 12:23:01 AM »
How come it still says it's 80 points?
Facing ogres is like facing an avalanche.


grey templar

Re: Ogre Mordheim warband
« Reply #98 on: Apr 05, 2012, 12:23:41 AM »
Eh what? ;)
Current win streak: 10

Things Fluffy,my Stonehorn, has flattened: Ancient Stegadon, Unit of 5 Chariots with Tomb king, Chaos Lord, Herald of Khorne on Jugger,
:gnoblar: x58 Forever steadfast
(\__/)
(='.'=)
(")_(") This is Bunny________ This is bunny after a Thunderstomp

Randroid

Re: Ogre Mordheim warband
« Reply #99 on: Apr 05, 2012, 12:25:57 AM »
I'm happy to do up a design, I just wanted to make sure we felt good about it as an "alpha" so we could get it out to a wider community for testing.
Forum Primer - Please read! - The Bellower

Ogre Achievements Complete: 10/101

 

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