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Ogre Khans
Army Rules
Version 1.2.1 - 27 October 2016
Characters
Core
Special
Powder Keg
Chained Beasts
Special Rules
Sons of the Avalanche
Models on foot with this special rule gain Impact Hits (1). Characters on foot with this special rule gain Impact Hits (D3).
All models with Sons of the Avalanche are immune to the effects of Fear.
Stone Skin
If a model with this special rule suffers a wound with the Multiple Wounds special rule, the number of wounds suffered
is halved, rounded up.
Armoury
Iron Fist:
Type: Paired Weapons. The wielder gains +1 Armour Save. An Iron Fist can be used to Parry (even on mounted models
or even with magical Iron Fists).
Brace of Ogre Pistols:
Shooting Weapon. Range 24", Strength 4, Quick to Fire, Armour Piercing (1), Multiple Shots (2), counts as Paired
Weapons in Close Combat.
Ogre Crossbow:
Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.
Hunting Spear:
Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).
Special Rules
Ch Co S PK CB
Big Names
Each Ogre Character can take a single Big Name. Big Names are each 0-1 Choice per Army.
Hellfist (240 pts) - General only
All units without any models with Insignificant in an
army with Hellfist may reroll failed Leadership Tests.
The army may not include a Battle Standard Bearer. The
Powder Keg Category is reduced to 25%. Shamans in the
army must generate spells from Thaumaturgy.
Rottenjaw (70 pts)
The Character gains Poisoned Attacks. For the duration
of one single Close Combat Phase, all models in the
Characters unit also gain Poisoned Attacks. The player
must declare at the start of a Round of Combat if they are
using this ability.
Trolleater (50 pts)
The Character gains Regeneration (5+) and Stupidity. In
addition, the Character gains Multiple Wounds (2,
Monstrous Infantry).
Headhunter (50 pts)
At the end of any Close Combat Phase in which the
bearer has killed one or more models and is not fleeing,
roll a D6. On a roll of 3+, it Recovers a single Wound.
Special Rules
Ch Co S PK CB
Magical Items
Magical Weapons
Khagadais Maul (110 pts)
Type: Great Weapon. Attacks made with this weapon
gain Multiple Wounds (D3).
Heart-Ripper (60 pts)
Type: Iron Fist. Attacks made with this weapon will
always hit on a 3+ or better in Close Combat regardless
of any negative to-hit modifiers or Parry, and gain Lethal
Strike and Armour Piercing (1).
Axe-Breaker Gauntlet (40 pts)
Type: Iron Fist. If the wielder scores one or more hits in a
single Round of Combat using this weapon against an
enemy model with a Magical Weapon, roll a D6 before
rolling to wound: On a roll of 4+, all Magical Weapons
wielded by this enemy model are reverted to its
mundane type for the rest of the game.
Magical Armour
Mammoth-Hide Cloak (60 pts) - Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an
attack with a Strength value of 6 or more, the Strength of
the attack is reduced to 5.
Yeti Furs (40 pts)
Type: None (6+ Armour Save). Enemy units in base
contact with the wearer suffer -1 Initiative, to a
minimum of 1.
Talismans
Blind Eye of Nyanggai (50 pts)
One use only. Activate during the opponents Magic
Phase, after rolling for Magic Flux and Channeling. The
bearers unit (and all models in it) cannot be targeted by
the opponents non-aura spells during this phase.
Enchanted Items
Aurochs Charm (30 pts)
The bearer of this item gains the Stone Skin special rule.
Arcane Items
Daemon Heart (50 pts)
One use only. Activate during the opponents Magic
Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the
bearer will suffer a miscast on a roll that includes any
double (regardless if the spell was successful or not, or if
it was dispelled). Only double 6 counts as an
Overwhelming Power, and no more than one Miscast can
be suffered per roll. Bound Spells are not affected.
Magical Standards
Dragonskin Banner (80 pts)
Models in the bearers unit may reroll to-hit, to-wound,
and Armour Save rolls of 1 in the first Round of Combat
(including Special Attacks).
Skull of Qenghet (20 pts)
Models in the bearers unit cause Fear and automatically
pass Terror Tests.
Army Organisation
Characters
Max 35%
Core
At least 25%
Special Rules
Special
No limit
Powder Keg
Max 35%
Ch Co S PK CB
Chained Beasts
Max 30%
Army List
CHARACTERS (max 35%)
Khagans
single model
WS
BS
Ld
Great Khan
Khan
Armour:
Heavy Armour
Khan
(210 pts)
Options:
Great Khan
Khan
pts
pts
50
no limit
up to 100
10
10
30
30
WS
BS
Ld
Options:
pts
50 / spell
70
Magic:
Wizard Apprentice
Generate spells from Shamanism,
Thaumaturgy or Pyromancy and knows
1 Learned Spell from a chosen Path.
up to 100
up to 200
no limit
8
12
50
Special Rules
Ch Co S PK CB
WS
BS
Ld
Weapons:
Options:
pts
Hunting Spear
no pt limit
up to 100
20
free
Armour:
Light Armour
Ogre Special Rules:
Light Troops
Not a Leader
Swiftstride
Loner: Mammoth Hunters on foot may only join
units of Yetis and Sabretooth Tigers, and only as
long as no other characters form part of the unit
already. Other Characters cannot join Yetis and
Sabretooth Tigers with a Mammoth Hunter joined
to it.
Mounted Mammoth Hunters may not join any
units at all.
Leader of the Pack: If a Mammoth Hunter is
joined to a unit of Sabretooth Tigers (and only
whilst he is inside it), the unit loses Insignificant
and gains Vanguard. Furthermore, the Mammoth
Hunter counts as having the War Beast Troop Type
for the purposes of distributing hits and template
hits at the combined unit.
10
30
20
30
20
60
430
Tusker
M
WS
BS
Ld
Rock Aurochs
0-1 Mounts per Army
This mount counts towards the Chained Beasts, while its rider
counts towards Characters.
M
WS
BS
Ld
Special Rules
Ch Co S PK CB
WS
BS
Ld
Weapons:
Options:
Paired Weapons
Armour:
Light Armour
Ogre Special Rules:
pts
Special rules:
Scoring
WS
BS
Ld
Weapons:
Options:
Great Weapons
Armour:
Heavy Armour
Ogre Special Rules:
pts
Scoring
Special Rules
Ch Co S PK CB
Scraplings 80 pts
WS
BS
Ld
Weapons:
Options:
Throwing Weapon
Special Rules:
Insignificant
Scoring
pts
Scrapling Foreman
M
WS
BS
Ld
Throwing Weapons
Armour:
Light Armour
Special Rules:
Insignificant
Back to Work!: A model with this special rule is a unit
Champion and gains Hold Your Ground, but only Scraplings,
Scratapults and Scrapling Trappers may benefit from it.
Special Rules
Options:
pts
6
6
Ch Co S PK CB
WS
BS
Ld
Armour:
Options:
pts
Heavy Armour
WS
BS
Ld
Raider
Tusker
Armour:
Options:
Tusker
Special Rules:
Special Rules
pts
Ch Co S PK CB
16 / model
10 / model
20
20
20
up to 100
WS
BS
Ld
Armour:
Options:
pts
20
Weapons:
Paired Weapons
Special Rules:
Swiftstride
Fear
Skirmishers
Vanguard
Light Troops
Touch of Frost: Enemy units suffer -1 Initiative
(to a minimum of 1) for each unit of Yetis in base
contact with them.
WS
BS
Ld
Weapons:
Options:
pts
Throwing Weapons
20
Special Rules:
Insignificant
Scouts
Skirmishers
Vanguard
Its A Trap!: Any Forests, Fields or Ruins Terrain Feature becomes Dangerous Terrain (1) for the remainder of the
game if at the time of deployment or at the end of any movement phase a non-fleeing unit of Scrapling Trappers is
in contact with it. Models that normally treat these Features as Dangerous Terrain (1) treat them as Dangerous
Terrain (2) instead. Scrapling Trappers do not test for Dangerous Terrain when moving in or out of a modified
Feature.
Special Rules
10
Ch Co S PK CB
WS
BS
Ld
Special Rules:
Insignificant
single model
M
WS
BS
Ld
Special Rules:
Regeneration (5+)
Fear
Ambush
Hatred
Unbreakable
Special Rules
11
Ch Co S PK CB
single model
M
WS
BS
Ld
Thunder Cannon
Armour:
If the Thunder Cannon only Pivots (and moves no further) it does not suffer from the Moving and Shooting to-hit
penalty.
single model
M
WS
BS
Ld
Scratapult
Armour:
Scratapult: Catapult (6) Artillery Weapon with Range 12-48", Strength 3, Lethal Strike.
Special Rules:
Insignificant
Special Rules
12
Ch Co S PK CB
WS
BS
Ld
Armour:
Options:
pts
Light Armour
20
20
20
up to 50
Scoring
Weapons:
Hand Cannon: Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do
not suffer from any negative to-hit modifiers due to Moving and Shooting or Multiple Shots.
Special Rules
13
Ch Co S PK CB
single model
WS
BS
Ld
Rock Aurochs
Rider (1)
Armour:
Options:
pts
free
10
Rock Auroch
Special Rules:
Ogre Crossbow
single model
WS
BS
Ld
Frost Mammoth
Riders (2)
Armour:
Options:
pts
free
Frost Mammoth
Special Rules:
Ogre Crossbow
*Freezing Aura: The model can cast Chilling Howl from Shamanism as a Bound Spell (Power Level 3).
All enemy units within 6" of a Frost Mammoth suffer -3 Initiative, to a minimum of 1.
Special Rules
14
Ch Co S PK CB
single model
WS
BS
Ld
Armour:
Heavy Armour
Special rules:
Immune to Psychology
Stubborn
Insignificant
Do What Youre Told: All Slave Giants may reroll on the Giant Attacks table, but must accept the second result.
Giant Attacks: When a Slave Giant attacks in Close Combat, instead of attacking normally, choose an enemy unit in
base contact with the Giant to attack and roll on the chart below. The Slave Giants attack depends on the Troop Type
of the target enemy unit.
Bellow: Neither the Slave Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks
already resolved (including attacks resolved simultaneously with this attack) are not affected. The Slave Giant's side
automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks Bellow, the combat is a
draw.
Jump: The chosen unit suffers D6 hits using the Slave Giant's Strength. The Slave Giant must take a Dangerous
Terrain (1) Test.
Grab: Select a single model in the chosen unit and in base contact with the Slave Giant. This model must take a
Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Slave Giant's Strength and
Multiple Wounds (D3).
Swing: The Slave Giant makes 2D6 normal Close Combat attacks against the chosen unit.
Thump: Select a single model in the chosen unit and in base contact with the Slave Giant. This model must take an
Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6).
Smash: Select a single model in the chosen unit and in base contact with the Slave Giant. This model suffers 1 wound
with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of
Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat.
- NotesGiant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting
Close Combat attacks. After rolling on this chart, the Giant may still Stomp as normal.
Special Rules
15
Ch Co S PK CB
Great Khan
Khan
Shaman
Mammoth Hunter
Ld
CHARIOTS
Thunder Cannon
- Bombardier (1)
- Scrapling (1)
WS BS
WS BS
Ld
Scratapult
INFANTRY
- Scraplings (7)
Scrapling
- Scrapling Foreman
Scrapling Trapper
MONSTROUS CAVALRY
MONSTROUS INFANTRY
Tusker Cavalry
- Tusker
Tribesman
Bruiser
Bombardier
Slave Giant
Mercenary Veteran
Roch Aurochs
Kin-Eater
Yeti
Roch Aurochs
- Rider (1)
Frost Mammoth
- Rider (2)
MONSTERS
RIDDEN MONSTERS
WAR BEASTS
Sabretooth Tiger
MONSTROUS BEASTS
Tusker
Range
Multiple Shots
Multiple Wounds
Armour
Piercing
-common-
Brace of Ogre
Pistols
Quick to Fire
24"
-common-
Ogre Crossbow
Penetrating
30"
2[5]
-common-
Hunting Spear
Quick to Fire
12"
S+1
Bombardier
Handcannons
Scratapult
D3, Monster,
Ridden Monster
D6
24"
D6
Cannon
48"
4[10]
[D3+1, Clipped
Wings]
12"
2D6
Catapult (6)
12-48"
Lethal Strike
Scratapult
Special Rules
16
Ch Co S PK CB
Change Log
Version 1.2.0
Changes marked with blue colour
Army Organisation added (new categories)
All points doubled.
Stone Skin - added to the Special Rules section
Ogre Crossbow - rules updated
Hellfist - reworked
Rottenjaw -price increased
Wildheart - price decreased, rules changed
Khagadais Maul - price increased
Axe-Breaker Gauntlet - wording updated
Yeti Furs - price increased
Blind Eye of Nyanggai - wording updated
Great Shaman - removed
Shaman - +1 Leadership, magic upgrades updated, Fire Blessing updated
Mammoth Hunter - price decreased, Light Troops added, Leader of the Pack updated
Tribesmen - scoring added, price increased, Iron Fists price increased
Bruisers - scoring added, price decreased
Scraplings - scoring added, Light Armour option removed, Scrapling Foreman updated, Bow option instead Shortbow
Mercenary Veterans - scoring added, Battle-Scarred updated, Brace of Ogre pistol price increased
Tusker Cavalry - scoring added, price increased, Heavy Armour by default
Yetis - cost of additional models decreased, Light Troops added, Skirmishing removed
Sabretooth Tigers - cost for additional models decreased, max size increased
Kin-Eater - price increased
Thunder Cannon - range weapons updated
Scratapult - price decreased, range weapon updated
Bombardiers - scoring added, price decreased
Frost Mammoth - Freezing Aura updated
Slave Giant - price decreased, Giant Attacks clarification
Version 1.2.1
Changes marked with blue colour
Frost mammoth impact hits
Mammoth hunter options
Big names duplication limit
Mammoth hunter joining units
Special Rules
17
Ch Co S PK CB