The Ogre Army Alignment: Neutral Army Special Rules Raaargh!
When an entire army of Ogres gathers together, they get really, really loud – enemy musicians have no effect at all against units of Ogres taken from this list. Note that units of Red Goblins are not subject to the Raaargh! rule, but on the other hand neither are they‘Utterly Spineless’ – it’s the thought of what would happen to them if they disobeyed their Ogre masters.
Special: Crushing Strength (1) Options • Exchange shields with two-handed weapons for free (lower Defence to 4+, but gain Crushing Strength (2))
You may take up to two units of Ogre Berserker Braves for each Ogre Warlock in your army. You may not select Ogre Berserker Braves if you do not take at least 1 Ogre Warlock
Troops and Regiments can have: • Banner (+15 pts) • Musician (+10 pts)
Special: Heavy Crossbows (see below), Reload!, Piercing (2), Crushing Strength (1)
Ogre Heavy Crossbows have a range of 24” and can punch their way through soft cover easily, so they never suffer the -1 penalty for soft cover on their rolls to hit. They will still suffer a -2 penalty for shooting at targets in or behind hard cover though. Options • Exchange heavy crossbows wuth blunderbusses for free. Piercing goes down to (1), but model gains Breath Attack (5) per model Troops and Regiments can have: • Banner (+15 pts) • Musician (+10 pts)
The Red Goblin operator (whose model is always ignored) can trigger the Blaster to explode at any point during its own Shoot phase. To do this, the owning player declares the explosion and all units (friend or foe!) within D6” range of the Blaster model suffer 2D6 hits with Piercing (4). Roll the number of hits once but then the damage rolls individually for each unit hit. The Blaster model is then removed from play and counts as Routed. Friendly units taking damage as a result do not have to take Nerve tests but enemy units will do as normal at the end of the Shoot phase. If the Blaster charges an enemy unit that unit will suffer 2D6 hits with Crushing Strength (4) in the following Melee as the Blaster explodes amongst the enemy lines. After rolling any Nerve test for the enemy unit, the Blaster model is removed from play and counts as Routed.
Ogre Captain Me
Hero Ra
Ra
De
At
Ne Pts
Special: Crushing Strength (1), Inspiring Options • Mount on chariot for +25 pts (gain Crushing Strength (2), Defence 5+ and Speed 7)
Options • Banner (+15 pts) • Musician (+10 pts)
Me
Me
Hero
Unit Size
Sp
De
At
Ne Pts
1
6 3+ – 5+ 5 14/16 125
Special: Crushing Strength (2), Inspiring Options • Exchange shield with two-handed weapon for free (lower Defence to 4+, but gain Crushing Strength (3)) • Exchange shield with two-handed weapon and mount on chariot for +30 pts (gain Crushing Strength (4) and Speed 7, while Defence remains at 5+)
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Options. ⢠Mount on a Gore, increasing Speed to 8 (+5 pts). Wip the Half-cast [1] Hero. Unit Size Sp Me Ra De At Ne Pts. 1 6 4+ â 4+ 1 11/13 120. Special. Elite, Heal (3), Individual, Zap! (5). Note: Wip does not have Crushing Strength. 2. Kings
Blast (2D6+1), Piercing (4), Grapeshot, Elite (if within 6â of. a Warsmith). Berserkers Infantry. Unit Size Sp Me Ra De At Ne Pts. Troop (5) 5 4+ â 3+ 10 12/14 65.
Special: Individual, Inspiring. Options. ⢠Mount on a Fleabag, increasing Speed to 10 (+5 pts). Mincer Monster. Unit Size Sp Me Ra De At Ne Pts. 1 5 4+ â 4+ 3D6* 9/11 50. Special: Big Shield, Crushing Strength (1). * Roll for the number of Attack
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G'rog Mortar War Engine. Unit Size Sp Me Ra De At Ne Pts. 1 4 â 5+ 5+ 1 10/12 60. Special: Blast (2D6), Indirect Fire, Piercing (2). Angkor Heavy Mortar War ...
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