Aura of Frost
Yhetees have Ice Attacks and Magical Attacks.
Yhetees have Ice Attacks and Magical Attacks.
When Morg suffers an unsaved wound in close combat, enemy models in base contact suffer a S 4 Hit with Flaming Attacks. When Morg is slain, place the small template above him. All models underneath the template suffer a S 4 hit with Flaming Attacks.
For the purposes of the rules, an Ogre Bellower follows the rules for musicians.
Gnoblars have Expendable. 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.
A Slaughtermaster with a Butcher's Cauldron receives a Ward save (4+) and receives +1 to Cast spells. In addition, he may add +6" to the range of any spell he attempts to cast.
Quick to Fire. Armour Piercing (1). +1 A (requires Two Hands). Multiple Shots (2).
Quick to Fire, Killing Blow
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.
A Stonehorn has Impact Hits (D6). When a Stonehorn makes a successful charge, you may roll 2D6 when determining the number of Impact Hits, and choose the highest result.
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.
Hunters cannot join any unit except a Sabretusk Pack or Cragbeasts, and can never be the General of an Ogre army.
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 Stupidity for the remainder of the turn. This ability has no effect on units that have Immunity (Psychology).
All Firebellies have a S 3 Breath Weapon with Flaming Attacks.
A Gnoblar Scraplauncher has a Unit Strength of 11.
A Gnoblar Skewerslinger has a Unit Strength of 9.
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.
A Slaughtermaster with a Great Mawpot gains Stubborn and will count as part of the crew (at Line of Sight value 2), and may never leave the unit.
Move or Fire. Multiple Wounds (D3).
Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant himself), add +1 to their combat result scores.
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.
A Hunter with a mount loses Scouts.
Rimespeakers have a S 3 Breath Weapon with Ice Attacks and Magical Attacks.
An Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).
The Iron Rhinox has Natural Armour (4+), Frenzy and Impact Hits (D3+1), and a S 2 Breath Weapon with Armour Piercing (2).
An Ironblaster has a Unit Strength of 8.
If Jhared picks a mount, he loses Scouts.
Armour Piercing (1). Multiple Shots (D6). Slow to Fire. Leadbelcher guns ignore the To Hit modifiers for Multiple Shots.
Any character or champion in a unit with a Look-out Gnoblar benefits from the 'Look Out Sir!' 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.
When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Roll on the Man-sized Things Chart table when fighting Swarms, Infantry, Cavalry or War Beasts. Roll on the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
A Yhetee Rimespeaker may only join units of Yhetees, and may never be the army's General.
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.
Models on a Mournfang have a Unit Strength of 6.
For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.
Any enemy unit within 6" of a Thundertusk has Always Strikes Last. This has no effect on models with Immunity (Ice Attacks).
Quick to Fire. Armour Piercing (1). +1 A (requires Two Hands).
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.
An Oriental longsword gives the wielder Armour Piercing (1) and Parry (6+).
Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards. In addition, Rimespeakers know the three spells.
Models on a Rhinox have a Unit Strength of 7.
A Rhinox War Chariot has a Unit Strength of 7.
If Jhared deploys as part of a Sabretusk pack, then both he and the pack have Vanguard. In addition, the entire unit may re-roll failed charge distances.
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.
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.
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 Regeneration (5+).
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.
The riders of a this Monster does not count as Moving and Shooting.
If an Attack with Multiple Wounds successfully wounds a Stonehorn, halve the number of Wounds inflicted (rounding up).
A Stonehorn has a Unit Strength of 9.
An Ogre with a Sword-Gnoblar benefits from one extra S 2 attack per close combat round, at the WS of the owning model.
Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an enemy spell.
At least one units of Ironguts must be included in an army led by Greasus.
If Ghark is the army's General, Leadbelchers count as a Core choice and Grimhorn Rhinox Riders count as a Special choice.
Unit can not be joined by character models other than Hunters.
A Thundertusk has a Unit Strength of 12.
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.
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.
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.
If a misfire is rolled on the first artillery dice, roll a D6 and consult the Ironblaster Misfire Table.