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==Equipment== *'''Ironfists:''' A hunk of metal used as a buckler (getting the parry save even when mounted) and making a counter automatic hit on a parry roll of 6 at the attacker. Adding some Extra Melee endurance versus killing power (often moving too fast to care about multiple turns of shooting attacks). *'''Chaintrap:''' A short-ranged shooting attack, but it's plenty strong with S6 and Killing Blow. **Comes on Hunters and monster riders, likely to bite the head off a bloke or wound a monster on the charge. *'''Harpoon Launcher:''' Your longest-ranged weapons. Each is 36" S5 with Multiple Wounds (d3) but is Move or Fire. **Another hunter's and monster crew weapon, often alternative to Chaintrap, to knocking off lots of wounds off another monster from a distance. *'''Great Throwing Spear:''' Hunter only. The cheapest hunter range option is a "javelin." *'''Blood Vulture:'''Hunter only. Big S4 bird that ignores cover. Damage for a foot hunter on the move at all ranges. *'''Ogre Pistols:''' Your pistols are 24", meaning you get to one-hand handguns. With the change to Quick to fire, they also provide extra damage on charges. ===Gnoblar Upgrades=== *'''Luck-Gnoblar:''' Gives your Ogre a single reroll for a failed save. *'''Sword-Gnoblar:''' You add an additional S2 attack to your melee routine. It's hardly going to change a thing. *'''Tooth-Gnoblar:''' Butchers only. Your Butcher can sacrifice one of these gnoblars to get a +1 casting bonus on a Great Maw spell. *'''Look-out Gnoblar:'''Let your champion/HQ benefit from Look Out Sir while there are at least three rank & file models in the unit. *'''Name-Gnoblar:''' Gain another Big Name worth up to 15 points. *'''Scalp-Gnoblar:''' Butchers only. Your Butcher can reroll a single die when casting a Great Maw spell, which is generally a better move than a mere +1. ===Big Names=== As before, your Tyrants, Bruisers, and Hunters can all purchase names that grant additional rules for them as signs of their greatness. *'''Deathcheater:''' 20pts. It gives a 3++ Ward when down to the last wound. It's pretty shit since it doesn't stop the attacks dealing multiple wounds (things you take against Ogres (Asmmuning they don't have to choose between also taking a high strength weapon)) and the rare Heroic Killing Blow. *'''Mountaineater:''' 20pts. Your big guy can't be wounded on anything better than a 3+, which would be nice except that it means nothing to anything automatically wounding him. *'''Kineater:''' 20pts. Tyrants only. Any friendly unit within 12" of a Kineater roll 3D6 for their Panic tests, discard the highest, which can bolster a charge or gunline. *'''Giantbreaker:''' 15pts. Adds +1 to Strength and makes the model unable to refuse challenges or flee from a charge. Stack it with an Ogre Blade or Great Weapon to see all sorts of fun spring up. *'''Mawseeker:''' 15pts. Add +1 to Toughness (pushing to a T6 or hero level wizards to T5), but suffer Stupidity. Useful? Well, you used to be able to take Armour of Silvered Steel for 10 more points in 8th, but now you must have the option for that level to take it(you only go up to medium or light). It can work best on a TYRANT or the relatively armorless hunter as they have the best chance of 83.33% to pass without additional roll modifiers. A current alternative is Glittering Scales or Gambler's amour. *'''Beastkiller:''' 15pts. Hunters only. He gains a +1 to wound all war beasts, monsters, and monstrous cavalry. What sucks is that this doesn't stack with any magic weapon, meaning your only means of hitting harder lies with a great weapon. Remember that this also affects ranged weapons, with Harpoon Launchers wounding Dragons on 4+. *'''Daemonkiller:''' 15pts. Tyrants only. Gives Terror if you need it. On damage-dealing character, a -2 ld can mean deference of attacking another unit next turn or not getting your charge bonuses next combat round. *'''Brawlerguts:''' 10pts. Ogre on foot gains D3 Impact hits. It bumps up the extra damage heroes inflict (though still a 1/3 chance of no extra impacts). *'''Wallcrusher:''' 10pts. Adds a bonus impact hit upon using Ogre Charge and goes through any fortification. While it's now only 10 points, it's still pretty situational, and now it can't be combined with Brawlerguts as different sources of impact hit don't stack. *'''Longstrider:''' 5pts. +1 Movement gives a lone unit some additional means of getting business done. Cheaper than The Boots of Flight or Arabyan Carpet. Let them keep up with an entourage of Yhetees. Better on a Hunter, so he doesn't slow down the beast he is with. ===Tools of Destruction=== *'''Thundermace:''' 35pts. A mace that can turn all the user's normal attacks into a stone-thrower template. Rather expensive and too limited to be anything resembling worthwhile, even with the drastic price cut and loss of ASL for being a Greatweapon. *'''Siegebreaker:''' Trash. 30 points for a great weapon (the thing used to give +3 S) that strikes against Initiative. You're going to be hitting on 3+ and 4+ already and if you wanted a Strength boost, then get Giantbreaker and the Sword of Striking. It'll do the same thing, won't fuck you over if you're suddenly up against a high Initiative enemy, and it is the same price. It also has a special ability that allows it to hit units in buildings harder, but that's a particular use that can still be accomplished through other methods. Fucking skip. *'''Mastodon Armour:''' 35pts. The other, more desirable version of Deathcheater in the form of Medium Armour. If you ever die outside of combat, this'll let the guy have a high chance to regain a wound and keep on trucking. *'''Gut Maw:''' Medium Armour. He gains Terror and heals a wound for each unsaved wound he inflicted in a challenge. Got that point cut to 35pts, meaning it can be combined with a decent enough magic weapon so you can successfully grab those wounds more reliably when Challenging. *'''Greedy Fist:''' 40pts. Ironfist. Grants +1 strength, a stackable 6++ ward save, de-magics weapons if you roll a 6 on a ward save, and stupify wizards if you punch them. Expect a better Ironfist that occasionally destroys magic items. And while the secondary ability is fun, 90% of Wizards who are getting punched by an Ogre hero/lord are going to die so quickly that it doesn't matter that they're losing Wizard levels. The only wizards it can be decent against are the big guys (Archaon, GUO, etc.), and even then, you have an excellent chance of the wielder being murderized. *'''Gnoblar <strike>Troll</strike>Thiefstone:''' 40pts. MR(1), could get one of the following random magic items(Luckstone, Talisman of Protection, The Other Trickster's Shard, The Ruby Ring of Ruin, Talisman of Preservation) and can steal a magic item (no Standards sadly) each time character is killed while in contact with him. There are theoretically better items, but this one is good enough for its points and can be worth it for that time you stole a runefange. Really funny under the right circumstances. *'''Grut's Sickle:''' For 30 points, it works surprisingly well on a Maw Slaughterpriest. You can have a +5 to cast on your second spell with minimal effort. Besides, the wizard only dies on a roll of double 1's. *'''Hellheart:''' 50pts. '''FUCK. YES.''' Do not leave home without it. This is the best goddamn item in the entire Ogre Kingdoms list and one of the best ways to defend against enemy wizards. Sure, you could occasionally roll that 1, but the rest of the time...holy shit. Nerfed to only be within 12" rather than 6 d6". *'''Dragonhide Banner:''' 50pts. This one can be enjoyable. An Ice breath weapon attack can turn combat all on its own. The rerolling 1's for hits, wounds, and saves is just the icing on the cake. It should be taken on a High Initiative (for the army) guy to maximize its effectiveness, such as a Bruiser. It works wonders with Mournfangs, too, it lets them reroll missed armour saves, missed stomps, and impact hits, and the Mournfang attacks themselves, all of which (if you pointed them at the correct target) should be 2's or 3's anyways. *'''Rune Maw:''' 25pts. Just shy of being worth it for general use. Maybe you could auto-force it onto Gnoblars or something, or if it worked against regular shooting. It can still be worth it if you want to run a deathstar. Sure, it can't help you with Purple Sun, but it can really save you against spells like Dwellers or Final Transmutation, which can easily kill 1/3 of your unit or by ensuring that you avoid debuffs in crucial combat. ===Expansion Magic Items=== '''''Weapons''''' *'''The Tenderiser:''' 30pts. This is a great weapon with Multiple Wounds (D3), which might as well see use considering how slow your army is. '''''Armour''''' *'''Bullgut:''' 15pts. Light armour. Grants Impact Hits (D3) with Ap(1), making you just as strong if not stronger. *'''Skullplucker:''' 10pts. Ironfist. Confers Killing Blow, which is okay. '''''Talismans''''' *'''Cathayan Jet:''' 25pts. A looted item grants Magic Resist (3)...except when dealing with spells from the Lore of Ying and Yan. *'''Spangleshard:''' 30pts. For each wound the bearer suffers, roll a d6. You can ignore the wound if your roll is higher than the to wound roll. '''''Arcane Items''''' *'''Halfling Cookbook:''' 25pts. Cue the "To Serve Man" jokes. This lets your Butcher reroll one dice when casting a Lore of the Great Maw spell except for 1s. *'''Bangstick:''' 35pts. A PL5 bound spell that deals 2D6 S4 Flaming magic missile hits. *'''The Hungry Maw:''' 30pts. once use. After dispelling an enemy spell, you use it to Devour the memory of it for the rest of the game. '''''Enchanted Items''''' *'''Brahmir Statue:''' 15pts. An anti-WoC and Beastie item, this forces WoC and Beastmen units which take a Psychology check because of the bearer take a -3 Ld penalty, an excellent way to run them down. *'''Jade Lion:''' 15pts. This lets the bearer reroll psychology checks, but this goes away whenever the bearer flees. *'''Fistful of Laurels:''' 5pts. A single-use item that lets the bearer roll a 3D6 and discard the highest result for their first failed Break test in the game. an easy to include to keep that Irongut or Mournfangs staying in combat. *'''Rock Eye:''' 5pts. each your turns, pick an enemy bear sees and reveal all their hidden Items and assassins. '''''Magic Standards''''' *'''Cannibal Totem:''' 25pts. When in Base contact with an enemy type of same or higher unit strength, your unit can reroll hits and wounds in the first combat round. *'''Bull Standard:''' 15pts. Your unit can reroll wound rolls from impact hits, which your army will certainly rely on. *'''RageBanner:''' 15pts. Roll 3d6 drop highest when taking Panic tests.
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