Model Rules
Ogre Kingdoms

Global

*Giant Attacks

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.

Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:

Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

*Pick Up And…

Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.

Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:

• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.

Next, roll a D6:

• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.

This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.

Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.

Beastkiller

As a sign of their prowess as a hunter of monsters, a Beastkiller will adorn their body with trophy horns and tusks.

Once per turn, this character may re-roll a single failed roll To Wound made against an enemy model with the Large Target special rule.

Blessings Of The Volcano God

Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive.

A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Blood Vulture

R S AP Special Rules
Blood vulture 36" 4 -1 Ignores Cover, Move & Shoot, Quick Shot

Brace Of Ogre Pistols

As with most races that make use of black powder weapons, those Ogres that can carry two pistols invariably will. Ogres armed in this way will fire a quick volley of shots into the ranks of the enemy before reversing their grip upon the spent weapons and using them as brutal clubs.

Brace of Ogre Pistols R S AP Special Rules
Ranged 24" 4 -1 Armour Bane (1), Multiple Shots (2), Quick Shot
Combat Combat S - Extra Attacks (1), Requires Two Hands

Notes: A brace of Ogre pistols has two profiles, representing how the weapons are used in combat.

Bull Charge

The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone.

Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.

Butcher’s Cauldron

Some Emissaries of the Great Maw drag behind them huge cauldrons, used to make offerings to their ravenous god.

This character replaces the Impact Hits (2) special rule with the Impact Hits (D3+1) special rule. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, a character with a Butcher’s Cauldron may attempt to make an offering to the Great Maw by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Regeneration (5+) special rule. However, if this test is failed, this character immediately loses a single Wound.

Cannon Of The Sky-Titans

A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited.

Cannon of the Sky-Titans R S AP Special Rules
Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1)
Scatter shot N/A 4 -1 Breath Weapon

Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table.

Ironblaster Misfire Table
D6 Result
1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly.
The model is destroyed and immediately removed from play.
2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it
useless. The model cannot shoot with this weapon for the remainder of the game.
4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in
the mechanism. The model does not shoot this turn and cannot shoot with this
weapon during the next round.

Chaintrap

R S AP Special Rules
Chaintrap 12" S+1 - Killing Blow

Chaintrap

R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)

Chill Breath

R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)

Chill Breath

R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)

Deathcheater

An Ogre that has escaped certain doom is considered blessed by the Great Maw. Not surprisingly, Deathcheaters tend to have impressive scars.

Once per game, you may make your opponent re-roll a single roll To Wound made against this character.

Distensible Jaw

R S AP Special Rules
Distensible jaw Combat S - Killing Blow

Note: In combat, this model must make one of its attacks each turn with this weapon.

Flaming Breath

R S AP Special Rules
Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks

Frozen pelt

counts as heavy armour

Giant’s Club

R S AP Special Rules
Giant’s club Combat * * *

Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.

Giantbreaker

Any Ogre that has defeated a Giant in hand-to-hand combat can be, justifiably, supremely confident in their abilities.

This character (but not their mount) has a +1 modifier to their Strength characteristic. However, this character cannot refuse a challenge and neither they, nor any unit they have joined, can Flee as a charge reaction.

Great Throwing Spear

R S AP Special Rules
Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character

Great Tusks

R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)

Great Tusks

R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)

Grimfrost Weapon

R S AP Special Rules
Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks

Harpoon Launcher

A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape.

R S AP Special Rules
Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous

Horns Of Stone

R S AP Special Rules
Horns of stone Combat S -2 -

Ironfist

Many Ogres wrap their off-hand and forearm in heavy gauntlets of spiked iron and thick plates of armour. They use these brutal implements both as a weapon and as protection, swinging their mighty fists to clobber their victims and fend off their futile attempts at retaliation.

R S AP Special Rules
Ironfist Combat S - Extra Attacks (1), Requires Two Hands

Notes: An Ironfist is an additional hand weapon (as described on page 213 of the Warhammer: the Old World rulebook. In addition, a model equipped with an Ironfist improves its armour value by 1. An Ironfist cannot be used alongside a magic weapon to gain an extra attack, or to improve the wielder’s armour value.

Kineater

Having achieved their rank by killing and eating a member of their own family in a pit fight, Kineaters are considered ruthless even by their own tribe.

Army General only. Unless this character is fleeing, friendly models within this character’s Command range may re-roll any failed Panic or Rally test.

Largely Insignificant

No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter.

Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.

Leadbelcher Gun

R S AP Special Rules
Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2)
Scatter shot 18" 3 - Armour Bane (1)

Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.

Longstrider

A Longstrider has hunted on the slopes of the mountains for decades, and is even capable of running down a sprinting ice elk.

Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Movement characteristic.

Look-out Gnoblar

Gnoblars are often coerced to climb into makeshift crow’s-nests at the top of Ogre banners. From their precarious perch, the Gnoblar is expected to give warning to the Ogres below of incoming enemy fire.

A champion or character that has joined a unit with this special rule may make a “Look Out, Sir!” roll if there are two or more rank and file models in the unit (rather than the usual five). In addition, you may re-roll a “Look Out, Sir!” roll if there are five or more rank and file models in the unit

Lore Of The Great Maw

Mawseeker

Those tough enough to survive the pilgrimage to the Great Maw often return with part of themselves eaten away.

Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Toughness characteristic. However, this character is also subject to the Stupidity special rule.

Monstrous Tusks

Weapon R S AP Special Rules
Monstrous tusks Combat S -1 Armour Bane (1)

Mountaineater

Those able to scale the tallest peaks ritually consume part of the mountain to mark their conquest.

Models whose troop type is ‘infantry’ only. This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.

Mournfang Charge

Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply.

Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.

Numbing Chill

The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there.

Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.

Ogre Charge

Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with.

The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).

Ogre Pistol

Ogres often carry large barrelled pistols made by modifying handguns used by Men and Dwarfs to fit their massive fists. Although seldom well-maintained, such weapons delight their proud owners with the volume of their report.

R S AP Special Rules
Ogre pistol 24" 4 -1 Armour Bane (1), Quick Shot

Petrified Flesh

counts as full plate armour

Ravenous Hunger

When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood.

When a Gorger declares a charge, it may re-roll its Charge roll.

Running With The Pack

Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey.

A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.

Scraplauncher Catapult

Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy.

R S AP Special Rules
Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2)

Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template.

Scraplauncher Catapult Misfire Table
D6 Result
1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The
model is destroyed and immediately removed from play.

2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two.
The model cannot shoot with this weapon for the remainder of the game.

4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up.
The model does not shoot this turn and cannot shoot with this weapon during the next round

Sharp Stuff

counts as hand weapons and throwing weapons

Stone Skeleton

A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock.

This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.

Thunderous Charge

The ground trembles and shakes beneath the thunderous charge of a Stonehorn.

Impact Hits caused by this model have an Armour Piercing characteristic of -2.

Traps & Snares

Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close.

Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.

Tusks And Horns

counts as a hand weapon

Wicked Claws

R S AP Special Rules
Wicked claws Combat S -2 -