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Ogre Kingdoms Amended Rules v2.

 
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Revlid
Master of Runes


Joined: 14 Nov 2005
Posts: 1355
Location: Surrey, England

PostPosted: Tue, 05 May 2009 12:51 pm    Post subject: Ogre Kingdoms Amended Rules v2. Reply with quote

Well, here it is at last. Criticise away!

Amended Ogre Kingdoms Special Rules:
Bull Charge – Whenever a model with the Bull Charge rule successfully charges into combat, it causes a single Impact Hit at its base strength. If there is a model ranked directly behind it, this Impact Hit gains +1S.

Bellowers – Every unit with the Bellowers rule always counts as having a Musician, even if the only models left are characters, or other command models.

Ogre Club – Attacks made by models with the Ogre Club rule are Armour Piercing, inflicting an additional -1 penalty on the target's Armour Save. This includes Impact Hits.

Largely Insignificant – Gnoblar units do not cause Panic in any other units for any reason – even other Gnoblars. Ogre characters cannot join a Gnoblar unit of any sort.

Bicker – Roll a D6 at the start of the turn for each unit of Gnoblars that is not in combat, fleeing, or subject to compulsory movement. If a unit rolls a 1 it may do nothing this turn.

Amended Ogre Kingdoms Equipment:
Ironfists: Models equipped with Ironfists may use them as an Additional Handweapon or a Shield, with the appropriate effects.

Hunting Spear – 12” Range, Thrown Weapon, Armour Piercing. Strength as User. Every hit caused is multiplied into D3 hits.

Harpoon Crossbow – The Harpoon Crossbow fires as a Bolt Thrower as described in the Warhammer Rulebook, with the following exceptions: The character firing the Harpoon Crossbow may Move-and-Shoot with a penalty of -1 to Hit. As it was designed to bring down the mighty beasts of the mountains, the Harpoon Crossbow only causes D3 Wounds on models with the Large Target rule.

Leadbelcher Cannon – 12” Range, Strength 4, Armour Piercing. Roll an Artillery Die for each Leadbelcher Cannon – this is the number of shots it fires this turn. Leadbelcher Cannon shots ignore the penalties to hit for Moving & Shooting, Range, and Multiple Shots. If a Misfire result is rolled, the bearer’s unit suffers d6 Strength 4 hits, distributed as shooting.

Sword Gnoblar – An Ogre with a Sword Gnoblar may, once per game, choose to re-roll a single missed Attack.
Luck Gnoblar – An Ogre with a Luck Gnoblar may, once per game, choose to re-roll a single failed Save.
Tooth Gnoblar – A Butcher with a Tooth Gnoblar may, once per game, choose to re-roll a single Power Dice, so long as it did not cause a Miscast.
Look-Out Gnoblar – A unit with a Standard Bearer with a Look-Out Gnoblar may take a “Look-Out, Sir!” roll even if it has less than the requisite five models.
Powder Gnoblar – A Leadbelcher unit with a Powder Gnoblar may, once per game, choose to re-roll a single Artillery Dice.


Amended Ogre Kingdoms Units:
Lords
Tyrant………..Pts: 200
Stats:
        M WS BS S T W I A Ld
Tyrant  6  6  4 5 5 5 4 5  9

Equipment: Handweapon, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+12pts), Additional Handweapon (+6pts), Ironfist (+8pts), Halberd (+8pts) and/or Flail (+8pts).
- May choose a Brace of Handguns (+12pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+12pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Tyrant may be mounted on a Rhinox for +85pts, or a Bull Rhinox for +160pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 50pts.

Slaughtermaster………..Pts: 200
Stats:
                 M WS BS S T W I A Ld
Slaughtermaster  6  4  3 4 5 5 3 4  8

Equipment: Handweapon
Magic: Slaughtermasters are Level 4 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 100pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.

Heroes
Bruiser………..Pts: 130
Stats:
         M WS BS S T W I A Ld
Bruiser  6  5  3 5 5 4 3 4  8

Equipment: Handweapon, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- May choose a Greatweapon (+8pts), Additional Handweapon (+4pts), Ironfist (+6pts), and/or Flail (+6pts).
- May choose a Brace of Handguns (+8pts), Leadbelcher Cannon (+20pts), and/or Hunting Spears (+8pts).
- May choose one Luck Gnoblar for +10pts and/or one Sword Gnoblar for +5pts.
- A Bruiser may be mounted on a Rhinox for +85pts.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.

Butcher………..Pts: 130
Stats:
         M WS BS S T W I A Ld
Butcher  6  3  2 4 5 4 2 3  8

Equipment: Handweapon
Magic: Butchers are Level 2 Wizards who always use Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison
Options:
- May choose one Tooth Gnoblar and/or one Luck Gnoblar for +10pts each.
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.

Hunter………..Pts: 125
Stats:
           M WS BS S T W I A Ld
Hunter     6  5  4 5 5 4 4 4  9
Sabretusk  8  4  - 4 4 2 4 3  5
Cavebeast  6  4  - 5 5 4 2 4  5

Equipment: Handweapon, Light Armour, Hunting Spears
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic ‘Em Boys, Loner
Options:
- May choose an Additional Handweapon (+4pts), and/or Harpoon Crossbow (+20pts).
- May be accompanied by up to four Sabretusks (+25pts each) or a single Cavebeast (65pts). Note that Sabretusks do not have the Bull Charge rule, and all cause Fear.
- If the Hunter is unaccompanied, he may be given the Scout rule (+20pts).
- May choose Magic Items from the Common or Ogre magic items list to a maximum total value of 50pts.
- May choose Big Names from the Big Names list to a maximum total value of 25pts.

Loner – Hunters may not be general. Hunters may not join any other unit.

Sic ‘Em Boys – Any Sabretusks accompanying a Hunter may charge independently of the Hunter as a separate unit, at their own movement rate. The accompanying Hunter may not charge another target on a turn that the Sabretusks charge independently, but may otherwise move as normal. Once released, the Sabretusks form a Fast Cavalry unit that may not be joined by any other unit, other than their original Hunter (if rejoined by the Hunter, they cease to be Fast Cavalry). The Hunter may choose to release the Sabretusks when they break an enemy unit in combat. The Hunter automatically restrains, while the Sabretusks pursue the unit 3D6 inches.
While the Hunter is accompanied by a creature, missile fire is randomised against the unit by rolling a D6; 1-4 hits the Hunter, 5-6 hits the Sabretusks or Cavebeast. The unit does not take Panic tests for creature casualties. If the Hunter is slain while accompanied by a creature, the creature(s) must roll on the Monster Reaction table at the end of the first turn that they are unengaged.

Core

1+ Bulls………..Pts/Model: 35
Stats:
         M WS BS S T W I A Ld
Bull     6  3  2 4 4 3 2 3  7
Crusher  6  3  2 4 4 3 2 4  7

Unit Size: 3+
Equipment: Handweapon, Light Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may be given Additional Handweapons (+4pts/model) or Ironfists (+5pts/model).
- Any unit may upgrade one Bull to a Crusher (+15pts).
- Any unit may upgrade one Bull to a Standard Bearer (+15pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
* Any unit of Bulls with Ironfists and no Standard Bearer may be upgraded to Pitfighters at +6pts per model. Pitfighters have +1 Weapon Skill, and wear Heavy Armour. You may not have more units of Pitfighters than you have Bulls.

Ironguts………..Pts/Model: 48
Stats:
         M WS BS S T W I A Ld
Irongut  6  3  2 4 4 3 2 3  8
Gutlord  6  3  2 4 4 3 2 4  8

Unit Size: 3+
Equipment: Handweapon, Greatweapon, Heavy Armour
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear
Options:
- Any unit may upgrade one Irongut to a Gutlord (+20pts).
- Any unit may upgrade one Irongut to a Standard Bearer (+20pts). Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may be given a Magic Standard from the Common or Ogre Kingdoms Magic Items lists worth up to 50pts.

Gnoblar Fighters………..Pts/Model: 2
Gnoblar Fighters do not count toward the minimum number of Core Units required
Stats:
            M WS BS S T W I A Ld
Gnoblar     4  2  3 2 3 1 3 1  5
Groinbiter  4  2  3 2 3 1 3 2  5

Unit Size: 20+
Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker
Options:
- Any unit may upgrade one Gnoblar to a Groinbiter (+2pts).

Gnoblar Trappers………..Pts/Model: 6
0-1 per unit of Gnoblar Fighters
Stats:
             M WS BS S T W I A Ld
Trapper      4  2  3 2 3 1 3 1  5
Snarefinger  4  2  4 2 3 1 3 2  5

Unit Size: 8+
Equipment: Handweapon, Sharp Stuff
Special Rules: Largely Insignificant, Bicker, Skirmish, Scout
Options:
- Any unit may upgrade one Trapper to a Snarefinger (+4pts).

Special
Yhetees………..Pts/Model: 65
Stats:
          M WS BS S T W I A Ld
Yhetee    7  3  2 5 4 3 4 3  7
Greyback  7  3  2 5 4 3 4 4  7

Unit Size: 3+
Equipment: Two Handweapons
Special Rules:Ogre Club, Bellowers, Cause Fear, Scale Terrain, Icy Presence
Options:
- Any unit may upgrade one Yhetee to a Greyback (+20pts).

Scale Terrain – Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground, even if it would normally be classed as impassable terrain – note that they cannot end their move in any terrain classed as impassable, and that line-of-sight restrictions still apply.

Icy Presence – Yhetees have magical attacks. All models in combat with Yhetees have a penalty of -2 to their Weaponskill. Note that this may not reduce their Weaponskill to below 1, and does not affect models with the Icy Presence rule or Flaming Attacks.

Leadbelchers………..Pts/Model: 50
Stats:
             M WS BS S T W I A Ld
Leadbelcher  6  3  3 4 4 3 2 3  7
Thunderfist    6  3  3 4 4 3 2 4  7

Unit Size: 2+
Equipment: Handweapon, Leadbelcher Cannon, Light Armour
Special Rules:Ogre Club, Bellowers, Cause Fear
Options:
- Any unit may upgrade one Leadbelcher to a Thunderfist (+20pts).
- Any unit may purchase a Powder Gnoblar for +10pts.

Gnoblar Scrap-Cart………..Pts/Model: 110
0-1 per unit of Gnoblar Fighters
Stats:
            M WS BS S T W I A Ld
Scrap-Cart  -  -  - 5 5 5 - -  -
Scrapper    -  2  3 2 - - 3 1  5
Rhinox      6  3  - 5 - - 2 3  5

Unit Size: One Scrap-Cart, one Rhinox and six Gnoblar Scrappers
Equipment: Gnoblar Scrappers are equipped with Handweapons and Sharp Stuff. The Scrap-Cart has a 4+ Armour Save.
Special Rules:Chariot, Cause Fear, Largely Insignificant, Bad-Tempered, Gnoblar Engineering
Options:
- Any Scrap-Cart may be upgraded to a Scrap-Launcher (+40pts), Trash-Breaker (+30pts), or Skewer-Slinger (+20pts).

Gnoblar Engineering: Although it is a Chariot, a Scrap-Cart is not automatically destroyed by wounds of S7 or above. Instead, if it takes such a wound, the Gnoblar Scrappers are removed, any Warmachine on the Scrap-Cart may not be fired for the remainder of the game, and the Scrap-Cart only causes D3 Impact Hits on the charge, not D6.

Scrap-Launcher: A Scrap-Launcher fires as a Stone Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Scrap-Launcher may Move-and-Shoot, and uses the Large Template. Hits caused by the Scrap-Launcher are S3, have the Killing Blow rule, and do not ignore Armour Saves. Do not double the Strength of hits under the centre hole. The Scrap-Launcher uses the Gnoblar Engineering Misfire Table.

Skewer-Slinger: A Skewer-Slinger fires as a Bolt Thrower, with the following exceptions. The Scrap-Launcher has a 90-degree line-of-sight. The Skewer-Slinger may Move-and-Shoot. On a roll of 1 “To Hit”, roll on the Gnoblar Engineering Misfire Table.

Trash-Breaker: A Trash-Breaker causes an additional D3 Impact Hits on the charge. Any enemy unit in base contact with a Trash-Breaker on any turn that it has not charged automatically takes D6 S2 hits at the start of the Combat Phase.

Gnoblar Engineering Misfire Table:
D6 Roll:
Stats:
1: Spraang!: Remove the Scrap-Cart from play.
2: Ouch!: The Scrap-Cart charges 3D6” in a random direction. If it strikes a unit, the unit will immediately take 2D6 S5 hits, and the Scrap-Cart will be removed from play.
3: Plot!: The opposing player may immediately fire the Scrap-Cart as if it were under his control. If he then misfires and rolls a 3, the Scrap-Cart simply may not fire this turn.
4: Oops!: If a Scrap-Launcher has Misfired, resolve the shot with the large template’s hole centred on the Scrap-Cart, scatting as usual. If a Skewer-Slinger has Misfired, the Scrap-Cart takes a S6 hit, causing D3 wounds.
5: Shiny!: The war machine may not fire this turn.
6: Aaaah!: Resolve the shot as normal, with the following exceptions; A Scrap-Launcher’s shot simply causes a single hit at S5 under the centre hole (this still has Killing Blow), while a Skewer-Slinger’s shot hits, but is reduced to S5 and does not penetrate ranks.



Ogre Trackers………..Pts/Model: 40
Stats:
          M WS BS S T W I A Ld
Tracker   6  3  3 4 4 3 2 3  7
Sharpeye  6  3  4 4 4 3 2 4  7

Unit Size: 1-4
Equipment: Handweapon, Hunting Spears, Thick Furs (Light Armour)
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Trackers
Options: Any one model may be upgraded to a Sharpeye for +20 Points.

Trackers: After the deployment of normal troops but before the deployment of Scouts, the Ogre Tracker unit may make a "free" move of 6", ignoring any Movement penalties.

Rare
Maneaters………..Pts/Model: 65
Stats:
          M WS BS S T W I A Ld
Maneater  6  4  4 5 4 3 3 4  8

Unit Size: 1+
Equipment: Handweapon, Light Armour
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology
Options:
- Any Maneater unit may be equipped with Heavy Armour (+4pts/model)
- Any individual Maneater may be armed with a Greatweapon (+8pts), Ironfist (+6pts), Additional Handweapon (+4pts), Flail (+6pts), Morning Star (+6pts), and/or Halberd (+6pts).
- Any individual Maneater may be armed with a Brace of Handguns (+8pts), Hunting Spears (+4pts), and/or Leadbelcher Cannon (+20pts).
- Any Maneater unit may be given one of the following upgrades for the points cost listed:
* Jungle Adventurers - 15pts/Model
Every Maneater in the unit is Immune to Poisoned Attacks and treats wooded Difficult Terrain as Open Ground for the purposes of Movement.
* Fearsome Reputation - 15pts/Model
The unit of Maneaters causes Terror.
* Treasure Hunters - 10pts/Model
Every Maneater in the unit has Magical Attacks in Close Combat, and MR (1).
* Weapon Lords - 10pts/Model
Every Maneater in the unit is equipped with every Close Combat weapon option available to the unit.
* Tin-Plated - 10pts/Model
Every Maneater in the unit has Full Plate Armour, giving them a 4+ Armour Save. This replaces any Light or Heavy Armour they may have.
* Mutant Mercenaries - 10pts/Model
Every Maneater in the unit has D6 Attacks before modifiers, and count as Chaos units for the purposes of Hatred, Magic, etc.
* Monster Killers - 5pts/Model
Wounds caused by Maneaters in this unit on Large Targets are doubled.
* Wanderers of the East - 5pts/Model
Every Maneater in the unit has +1WS and +1I.

Gorger………..Pts/Model: 75
Stats:
        M WS BS S T W I A Ld
Gorger  6  3  2 5 5 4 2 3  8

Equipment: Handweapon
Special Rules:Ogre Club, Cause Fear, Unbreakable, Killing Blow, Unending Frenzy, Bloodscent

Unending Frenzy – Gorgers are Frenzied, and may not lose their Frenzy under any circumstances (e.g. losing combat).

Bloodscent – Gorgers are not deployed on the table at the beginning of the battle. Instead, at the start of each Ogre turn (starting from Turn Two) roll a D6 to see whether the Gorger arrives:
Stats:
Turn        Dice Roll To Arrive
  2                4+
  3                3+
  4                2+
  5        Arrives Automatically

In the Remaining Moves phase of the turn when it arrives, the Gorger can enter the battlefield from any table edge and will be treated exactly as if it is re-entering play after it had pursued an enemy unit off the table (therefore it may not charge that turn).

Slavegiant………..Pts: 155
Stats:
            M WS BS S T W I    A    Ld
Slavegiant  6  3  3 6 5 6 3 Special 10
Goaders     6  3  2 4 4 3 2    3     7

Equipment: Giant chains and huge feet
Special Rules:Cause Terror, Large Target, Immune to Panic, Fall Over, Longshanks, Broken, Slavegiant Special Attacks
Options:
Any Slavegiant may be accompanied by up to two Ogre Goaders for +40pts each. Goaders are equipped with Giant-Prods (count as Halberds) and Light Armour, and must always be in base contact with the Slavegiant.

Longshanks – Slavegiants have long limbs and move over normal-sized obstacles such as walls and fences without breaking stride. Treat such obstacles as open ground when working out how far the Slavegiant moves. However, when crossing such obstacles the player must test to see if the Slavegiant falls over.

Fall Over – A Slavegiant must test to see if it falls over if any of the following apply;
* If it is beaten in Close Combat (test once results are established but before taking Break Tests).
* If it is fleeing at the start of the Movement phase.
* If it crosses an obstacle.
* If it decides to Jump Up and Down on the enemy (test immediately beforehand).
* If it dies (in this case it falls over automatically, with no test).
To see if the Slavegiant falls over, roll a D6. On a 2+, nothing happens. On a 1, however, the Slavegiant falls over.
To see in which direction the Slavegiant falls over, roll a Scatter Dice – place the Fallen Giant Template facing this direction with its feet touching the Slavegiant’s base. Models under the template are hit automatically, with partial hits resolved as normal. Hits are S6, and cause D3 Wounds. A fallen Slavegiant automatically takes a Wound itself, with no saves allowed. Any wounds caused by or on a falling Slavegiant count toward Combat Resolution.
A fallen Slavegiant may stand up in his following Movement phase, but may not otherwise move. While fallen, he may not attack, and is treated as rolling 0” for any attempts to flee or pursue (although he may choose to stand up if he would be able to pursue).

Broken – Slavegiants are not Stubborn as normal Giants are. However they may subtract one from the result of any Break Test roll for every Goader they are accompanied by.

Slavegiant Special Attacks – Slavegiants do not attack normally. Instead, at the start of each Combat Phase roll a D6 on one of the tables below when it is the Slavegiant’s turn to fight. Which table you use depends on the size of the victim; if fighting a character riding a monster or chariot, decide whether to attack the rider or his mount, and then use the appropriate table.

Fighting Big Things (Ogres, or similar sized or larger creatures including chariots):
Stats:
D6     Result
 1     Yell and Bawl
2-4    Smash with Ball & Chain
5-6    ‘Eadbutt

Fighting Small Things (anything smaller):
Stats:
D6     Result
 1     Yell and Bawl
 2     Jump Up and Down
 3     Pick Up and...
4-6    Flail with Chain


* Yell and Bawl – Neither the Slavegiant nor models in contact with him actually fight if the have not already done so this round, but the combat round is automatically won by the Slavegiant’s side. The enemy count as losing the combat by 2.
* Smash with Ball & Chain – The target must take an Initiative test. If it fails, it takes 2D6 Wounds with no Armour Save allowed. If a double is rolled, the ball gets stuck in the ground, and the Giant may not attack in the next combat round.
* ‘Eadbutt – The Slavegiant head-butts his enemy, automatically causing one wound with no Armour Saves allowed. If the victim is wounded but not killed then he is dazed, and loses all of his following attacks – if he has not yet attacked this round he may not do so, and if he has attacked this round then he may not do so in the next one.
* Jump Up and Down – Test to see if the Slavegiant falls over. If he does not, the target unit sustains 2D6 S6 hits, allocated as shooting hits. If a Slavegiant Jumps Up and Down, he will automatically continue to do so in every subsequent combat round – there is no need to roll on the table. However, you will need to determine whether he falls over at the start of each round – therefore, a Slavegiant that starts to Jump Up and Down will continue to do so until he falls over or the combat ends.
* Flail with Chain – The Slavegiant inflicts D6 S6 hits on the target unit, allocated as Shooting hits.
* Pick Up and... – The Slavegiant selects one model that is either in base contact or touching a model in base contact. The target may make a single attack – if this attack hits and wounds, the Slavegiant’s attack fails, otherwise the Slavegiant grabs the model and the player rolls a D6 to see what happens next:
Stats:
D6     Result
 1     Stuff into Bag: The Slavegiant stuffs his victim into a bag; the model is effectively a casualty and can do nothing. If the Slavegiant is killed then any enemy model in the bag is considered to be freed unharmed after the battle, and no victory points are awarded for them.
 2     Throw Back into Combat: The victim is hurled back into his own unit; this causes a wound on the victim with no saves allowed, and D6 S3 hits on the unit, with saves allowed as normal.
 3     Hurl: The victim is hurled into any enemy unit within 12” of the Slavegiant, determined randomly. This causes a wound on the victim with no saves allowed, and D6 S3 hits on the unit, with saves allowed as normal. If no enemy units are in range, treat this as a result of Throw Back into Combat instead.
 4     Squash: The model becomes a casualty and is removed from the game.
 5     Eat: The model is removed from the game.
 6     Pick Another: The Slavegiant hurriedly stuffs the victim into his bag, and attempts to pick up another; this victim makes a single attack, as described above, to avoid being picked up. If the Slavegiant rolls a succession of 6s, it is possible for him to amass a collection of trapped foes. Trapped models are effectively casualties, exactly as explained in the Stuff into Bag result described above.


Rhinox Riders………..Pts/Model: 120
Stats:
              M WS BS S T W I A Ld
Rhinox Rider  6  3  2 4 5 5 2 3  7
Thunderlord   6  3  2 4 5 5 2 4  7
Rhinox        7  3  - 5 * * 2 3  5
Bull Rhinox   7  4  - 6 * * 2 4  5

The Rhinoxen’s Toughness & Wounds are included in the Rider’s profile.
Unit Size: 1-3
Equipment: Ogre Clubs, Light Armour (combined with the Rhinox’s thick hide, this gives Rhinox Riders a 4+ Armour Save)
Special Rules: Bellowers, Ogre Clubs, Cause Fear, Bad-Tempered, Thunderous Charge, Bull Rhinox
Options:
- Any unit may be given Ironfists (+10 pts per model).
- One Rhinox Rider may be upgraded to a Thunderlord for +25 pts
- One Rhinox Rider may be upgraded to a Standard Bearer for +25 pts. Any unit with a Standard Bearer may buy a Look-Out Gnoblar for +5pts.
- Any unit with a Standard Bearer may have a Magic Banner from the Common or Ogre Kingdoms magic item list of up to 50pts in value.
- One unit in an army may have its Rhinox upgraded to Bull Rhinox at +65pts per model.

Mounts
Stats:
             M WS BS S T W I A Ld
Rhinox       7  3  - 5 5 4 2 3  5
Bull Rhinox  7  4  - 6 5 5 2 4  5

Rhinox use 50x50mm bases. Bull Rhinox use 50x100mm bases.
Special Rules: Cause Fear, 5+ Scaly Skin, Bad-Tempered, Thunderous Charge, Bull Rhinox

Bad-Tempered - If there is an enemy model that is an eligible target for the Rhinox to charge during the Declare Charges part of the movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them.

Thunderous Charge - Rhinox cause D3 Impact Hits on the charge, in the same manner as Chariots, at the base strength of the Rhinox or Bull Rhinox charging. This replaces the Bull Charge of any model riding it.

Bull Rhinox - Bull Rhinox cause Terror instead of Fear, have a 4+ 'Scaly' Skin save, and are Large Targets.

SPECIAL CHARACTERS:
Greasus Goldtooth
Scrag the Slaughterer
Ogrog Crittercatcher
Ghark Ironskin
The Great Belching Crawcannon
Golgfag Maneater
Braugh Slavelord
The Wendigo
Jib, Gnoblar Head Honcho
Haugn Skullsucker
Llanog, Pitfighter of Many Names


Last edited by Revlid on Mon, 15 Mar 2010 10:41 am; edited 23 times in total
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Revlid
Master of Runes


Joined: 14 Nov 2005
Posts: 1355
Location: Surrey, England

PostPosted: Tue, 05 May 2009 12:56 pm    Post subject: Reply with quote

Amended Big Names
Ogre characters may purchase Big Names from this list, up to the total points value indicated in their unit entry. While characters may not purchase multiples of the same Big Name, multiple characters across the army may have the same Big Name. Big Names are not magic items, and therefore cannot be destroyed or negated by items, spells or abilities that affect magic items.
Kineater – 35pts – Ogre units within 12” of the Ogre may re-roll failed Panic Tests.

Mountaineater – 35pts – The Ogre cannot be wounded on better than a 4+.

Feastmaster – 30pts – Feastmasters have +1 Wound.

Longstrider – 25pts – Longstriders have +1Movement.

Giantbreaker – 25pts – Giantbreakers have +1 Strength. They may not refuse challenges, and neither they nor the unit they are with may flee as a charge reaction. This Big Name may only be taken if there is a Slave Giant in the army.

Spawnchomper – 25pts – Spawnchompers replace their Attacks value with D6+1 (for Heroes) or D6+2 (for Lords), before modifiers.

Runtcrusher – 20pts – Gnoblar units within 12” of a Runtcrusher automatically pass their Bicker tests.

Deathcheater – 20pts – The first time a Deathcheater loses his last Wound, he may ignore the Wound on a 2+. This Big Name then has no further effect.

Maneater – 20pts – Maneaters are Immune to Psychology and Stubborn. In addition, they benefit from any non-equipment upgrade purchased by a unit of Maneaters they join.

Eyebiter – 20pts – Eyebiters Hate one enemy character, selected after deployment, as well as any unit that character is in.

Firebreather – 15pts – Once per game, Firebreathers may use a S3 Flaming Breathweapon.

Beastkiller – 15pts – Beastkillers are Immune to Psychology. Each unsaved wound they inflict with a mundane weapon against Large Targets is doubled into two wounds.

Wallcrusher – 15pts – Wallcrushers inflict D3 Impact Hits when charging, rather than one. In addition, enemy units receive no benefits from being behind a defended obstacle against a Wallcrusher.

Mawseeker – 10pts – Mawseekers have +1 Toughness, and suffer from Stupidity.

Ironskin – 10pts – Ironskins have Full Plate Armour, which grants a 4+ Armour Save and replaces any Heavy or Light Armour they may have.

Dragonmaw – 10pts – Dragonmaws have +1Weapon Skill and +1Initiative.


Amended Magic Items
Magic Weapons
Mawscale Cutlass - 85pts - The Mawscale Cutlass is a magical Great Weapon. The wielder gains +1 Attack for every enemy model in base contact. Attacks made by this weapon ignore Scaly Skin saves. In addition, on any turn that the wielder charges an enemy unit, the target of the charge suffers a penalty of -1WS and -1BS.

Thundermace – 55pts – The Thundermace is a magical Great Weapon. The wielder may choose to make only one attack per Close Combat phase. On a successful hit (using the lowest Weapon Skill amongst the enemy models in base contact - no additional penalties to hit are applied), place the small template anywhere so that it is touching but not overlapping the wielder’s base (it may touch friendly models if you wish, but it does not affect them). Determine casualties exactly as if the enemy unit had suffered a direct hit a S4(8.) stone thrower. In a challenge, this special attack does not use a template, but rather is a single attack that strikes at S8, doing D6 Wounds and ignoring Armour Saves.

The Tenderiser – 50pts – The Tenderiser is a magical great weapon. All wounds caused by the Tenderiser are multiplied into D3 Wounds, after saves etc.

Siegebreaker – 30pts – The Siegebreaker is a magical great weapon that adds +3 Strength instead of +2. When rolling to hit, compare the wielder’s Weapon Skill with the enemy’s Initiative instead of his Weapon Skill. Targets without Initiative values, or with values of 0 will be hit automatically, and will take D6 Wounds instead of the usual 1.

Mirabelle – 30pts – Mirabelle is a magical Leadbelcher Cannon. Once per game, the wielder may choose to fire Mirabelle as a normal Cannon with a Strength of 8, causing D3 Wounds. He may have moved this turn, and is treated as the crew for the purposes of Misfiring.

The Rustoak Feller – 30pts – The Feller is a magical Halberd. The wielder and any unit he is with may treat wooded terrain as open ground. If the wielder wounds a Forest Spirit, it is instantly killed with no save allowed.

Skullpucker –25pts – The wielder‘s attacks have Killing Blow. In addition, the Skullplucker may convey +1 Attack or a 5+ Armour Save that can be combined with other equipment normally – which bonus is applied must be decided at the start of each combat.

Longshank Club – 25pts – All successful saves made against wounds caused by the Longshank Club must be re-rolled.

The Painted Tusk – 20pts – The Tusk is a magical Lance. A Rhinox or Bull Rhinox ridden by the wielder causes D3+1 Impact Hits on the charge.

Magic Armour
Mastodon Armour – 45pts – The Mastodon Armour confers a 4+ Armour Save. Wounds caused on the wearer by ranged weapons must re-roll successful To Wound rolls.

Greatskull – 30pts – Grants a 6+ Armour Save that can be combined with other equipment normally. Any spell that affects the wearer, or the unit he is with, will miscast on any roll of a double 2 or 3 as well as a double 1.

Bullgut – 30pts – Grants a 6+ Armour Save that can be combined with other equipment normally. On any turn the wearer charges, he counts his Unit Strength as 6, and any hits caused by his Bull Charge are at +1 Strength, as though another Ogre were ranked behind him.

Gut Maw – 30pts – Grants a 6+ Armour Save that can be combined with other equipment normally. If the wearer kills an opponent during a challenge, he may immediately restore a number of wounds equal to the starting Wounds characteristic of the slain opponent. If the wearer is already at full Wounds, then he may add up to +1 Wound to his profile.

Greedy Fist – 30pts – Grants a 6+ Armour Save that can be combined with other equipment normally. Any magical properties of attacks directed at the wearer are negated – the weapon used simply counts as a mundane weapon of the same type while targeting the wearer.

Yolkey Helm – 25pts – Grants a 6+ Armour Save that can be combined with other equipment normally. Once per game, the wearer may move as though Flying - this special move may not be used to charge.

Talismans
Spangleshard – 35pts – The wearer has a Ward Save equal to the Required To Wound roll of the wound to be saved. For example if a T5 wearer were to take a S6 wound, he would have a 3+ Ward Save, while a S3 wound would convey a 6+ Ward Save. The wearer receives no save against automatic wounds.

Cathayan Jet – 30pts – The wearer has a 4+ Ward Save against all wounds caused upon him by magic or magical attacks, apart from wounds caused by High or Dark Magic spells, and wounds incurred from casting Gut Magic.

Wyrdstone Necklace – 20pts – The wearer has a 5+ Ward Save. Roll a D6 after deployment, and on a roll of a 1 the bearer suffers a wound with no saves allowed.

Gnoblar Thiefstone – 15pts – The wearer has MR(1). A character may take more than one Thiefstone (to a maximum of three), at 15pts per stone, each one adding an additional +1 to his MR.

Gorger Token – 15pts – At the end of any turn that the wearer inflicts a wound, he becomes Frenzied.

Dog Tablet - 10pts - Giant Wolves, Dire Wolves, Chaos Hounds, Flesh Hounds, Sabretusks, or any other kind of canine or feline model may never direct attacks at the model with the Dog Tablet, although their riders may direct attacks as normal.

Arcane Items
Hellheart – 50pts – The Butcher may use this item at the start of his opponent's Magic Phase, once per game. For the remainder of the phase, any Casting roll that includes a double will cause a Miscast, not just a double 1. All enemy wizards are treated as Butchers for the purposes of Miscasts (e.g. they must roll on the Gut Magic Miscast Table instead of their own). If a spell is cast with Irresistible Force, resolve the spell as usual and then roll on the Gut Magic Miscast Table.

Grut's Sickle – 35pts – A Butcher with this item may choose to cause a wound on a unit he has joined in order to gain another Power Dice, which is added to his personal pool. This may only be done once per phase. Wounds caused by the Sickle may not be allocated to characters, and may not be saved in any way.

Halfling Cookbook – 25pts – The Butcher with this item suffers no wounds from casting a successful Bonecruncher or Toothcracker spell, and only takes a wound from casting Trollguts a D6 roll of a 4+.

Mawmarked Piercings – 25pts – The Butcher with the Piercings ignores any increase in the Casting Value of Gut Magic Spells.

Bangstick – 25pts – Bound Spell: Power Level 3. 24” Range Magic Missile that causes D6 S4 hits. Line of Sight may be drawn through unengaged Gnoblar units, who will also sustain D6 S4 hits.

Skullmantle – 20pts – All Leadership tests caused by the Butcher wearing the Skullmantle, or a unit he has joined, are at -1 Leadership.

Maub’s Marrow-Cracker Mallet – 20pts – The Butcher knows the following spell in addition to the rest of the Gut Magic Lore:
Legbreaker (3+ To Cast, Gut Magic) – This spell may target one enemy unit within 18”. While this Gut Magic spell is in play, the targeted unit may not march. Whenever the unit must flee, pursue or overrun, it must roll one additional D6 and discard the highest result.

Enchanted Items
Brahmir Statue – 35pts – Bound Spell: Power Level 3: Burning Gaze.

Greyback Pelt – 35pts – An Ogre with the Greyback Pelt (and any Sabretusks or Cavebeasts that accompany the character) gains the Scale Terrain and Icy Presence rules.

Daemon-Killer Scars – 30pts – An Ogre with Daemon-Killer Scars causes Terror.

Jade Lion – 25pts – The bearer and any unit he is with may re-roll any failed Psychology tests. Once the unit flees for any reason, this benefit is lost.

Ghatot Hot-Pot – 25pts – At the start of the Ogre turn the character holding the Hot-Pot may choose to imbibe its chunky contents. Roll a D6. On a 2+, he gains +1S, +1T, and +1I until the start of his next turn. On a 1, the above effect is applied, and he also takes a single wound with no saves allowed.

Sacred Maw Pit – 20pts – Before the start of the game, after the deployment of Scouts has been finished, you must place a single Maw Pit Token anywhere on the board outside of Impassable Terrain. On any turn when a Gorger enters play, it may choose to enter within 6" of the Maw Pit Token,as though it were a board edge.

Rock Eye –20pts – The character with the Rock Eye may ignore terrain for the purposes of Line of Sight – he may target units blocked by terrain as though there were nothing in the way. Note that he must still apply any penalties for Cover or Difficult Terrain.

Golden Apples – 15pts – Once per game, during the Shooting Phase, the character with the Golden Apple may choose to throw it at any enemy unit within 12” and his Line of Sight. On a D6 roll of a 2+ (lightning doesn’t require an exact aim), that unit takes D6 S4 hits that ignore Armour Saves and Regeneration. On a 1, the character’s unit takes those hits, as he fumbles the apple horribly.

Fistful of Laurels – 15pts – A character with this item or the unit he is with may re-roll a failed Break test once per game, just as if a Battle Standard was within 12”.

Magic Standards
Dragonhide – 65pts – On the turn that they charge, Ogres in a unit bearing the Dragonhide may re-roll all failed rolls To Hit and To Wound, and failed Armour Saves.
Ogres in the unit with the Dragonhide are Immune to Flaming Attacks and Ice Magic.

Cannibal Totem – 35 Points - Units with this banner may re-roll all failed rolls To Wound, may not overrun and must always pursue. Against units with 40x40mm bases or larger, they may re-roll failed rolls To Wound and To Hit.

Ragbanner – 30pts – Whenever the unit carrying this banner must take a Psychology test, it may choose to roll 3D6 and discard one result of their choice.

Faulty Pennant – 25pts – Once per game, the unit with this banner may add the Rank Bonus of a friendly Gnoblar unit within 6” to its Combat Resolution - note that this will not stack with a pre-existing rank bonus.

Bull Standard – 20pts – Ogres in a unit with the Bull Standard may re-roll any failed To Wound rolls caused by the impact hits of their Bull Charge.

Rune Maw – 20pts – When a spell is successfully cast by an enemy spellcaster that targets the unit bearing the Rune Maw, the controlling player may choose redirect the spell against any other friendly unit within 6” of the unit with the standard, regardless of whether it was originally a valid target or not.7

Prohmetan Torch - 10pts - All close combat attacks made by the models in the unit carrying the Torch are flaming and magical.


Last edited by Revlid on Sun, 10 Jan 2010 2:18 pm; edited 16 times in total
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Revlid
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PostPosted: Tue, 05 May 2009 1:00 pm    Post subject: Reply with quote

THIS SPACE RESERVED FOR EDITING.
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RGB
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PostPosted: Tue, 05 May 2009 6:07 pm    Post subject: Reply with quote

Mirabelle is a walking chariot doomthing, but as I found out, regen on chariots = evil.
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Revlid
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PostPosted: Tue, 05 May 2009 6:24 pm    Post subject: Reply with quote

RGB wrote:
Mirabelle is a walking chariot doomthing, but as I found out, regen on chariots = evil.


Where did you encounter a regenerating chariot?
...Tomb Kings magic?
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RGB
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PostPosted: Wed, 06 May 2009 7:24 pm    Post subject: Reply with quote

Black Coach.
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Revlid
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PostPosted: Thu, 07 May 2009 4:30 pm    Post subject: Reply with quote

RGB wrote:
Black Coach.


Ah, right!

... Well, if that's about it, I think it's time to break for tea and snacks.

Input from other boards (i.e. the Warseer Rules Development subforum - the Ogre Stronghold has been embarrassingly reticent) has led to the following changes:

* Points drop back to 55 for Thundermace - this was a mistake in the first place.
* Points rise to 30 for Greedy Fist, to avoid nastiness.
* Potential confusion over Scrap-Cart Misfire table amended.

Issues raised include:
* The possibility of 3-wide ranks. I oppose this on the basises (bases?) that:
a) No Ogre player worth his salt is going to pay 105pts minimum for +1CR.
b) It's a precendent-setting change.
c) It's awkward as hell to manouver.
d) Why buy 6 Bulls in two ranks when you could buy 6 Bulls in two units?

* The possibility of 2-4-1 Gorgers. I have no opinion one way or another on this.

* How totally nasty Rhinox Riders are.

* The Entourage rule (the unit may use a Hunter's Leadership as though he were the General, and Stand-and-Shoot for him like a detachment or weapon team).
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RGB
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PostPosted: Thu, 07 May 2009 5:35 pm    Post subject: Reply with quote

I was long a proponent of a rank being 100 mm+ across (or even 120 mm across), regardless or actual base size. That would not be exactly precedent-changing as rule-altering, though.

The Rhinox riders are very scary, yes.

2-4-1 Gorgers - I already hate Gorgers. I want 2-4-1 artillery in that case. They're good enough.

Your ogres still have the same problem they've always had - getting killed with multiple S4 (or even 3) attacks, which are common as muck these days, and worse so at range. But them's the beans with this army, I imagine.

Anyway - it looks good to me, for most part. Fixing US/Rank/Cost is for Gondarion's project, I suppose.
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Revlid
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PostPosted: Thu, 07 May 2009 9:17 pm    Post subject: Reply with quote

RGB wrote:
The Rhinox riders are very scary, yes.


I've since upped their cost.
Rhinox Riders have increased from 100 to 120.
Bull Rhinox Riders have increased from 145 to 185.
Rhinox Mount has increased from 65 to 80.
Bull Rhinox Mount has increased from 110 to 155.

RGB wrote:
2-4-1 Gorgers - I already hate Gorgers. I want 2-4-1 artillery in that case. They're good enough.


Agreed. They stay as-is.

RGB wrote:
Your ogres still have the same problem they've always had - getting killed with multiple S4 (or even 3) attacks, which are common as muck these days, and worse so at range. But them's the beans with this army, I imagine.


That's a problem that I'd like to hope has been mitigated somewhat by their increased killyness (Armour Piercing and Bull Charge). On the charge they'll hopefully kill most of the front rank, reducing their chances of being cut up.

This leaves Always Strikes First, Heavy Cavalry, and Shooting as their main weaknesses.
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Dragonlordmax
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PostPosted: Thu, 14 May 2009 5:38 pm    Post subject: Reply with quote

Quote:
This leaves Always Strikes First, Heavy Cavalry, and Shooting as their main weaknesses.


I have all of no experience with Ogre Kingdoms, but have you considered a skink/kroxigor-esque combination of ogres and gnoblars? Perhaps make Gnoblars only count halfway towards CR, and they now provide extra attacks against ASF troops and can soak up some shooting.

On the other hand, it slows them down, so....
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Revlid
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PostPosted: Thu, 14 May 2009 8:22 pm    Post subject: Reply with quote

Dragonlordmax wrote:
Quote:
This leaves Always Strikes First, Heavy Cavalry, and Shooting as their main weaknesses.


I have all of no experience with Ogre Kingdoms, but have you considered a skink/kroxigor-esque combination of ogres and gnoblars? Perhaps make Gnoblars only count halfway towards CR, and they now provide extra attacks against ASF troops and can soak up some shooting.

On the other hand, it slows them down, so....


That's the conundrum, and it's similar to one faced by any Ogre revision - any reasonable static CR will either cost them dearly (+1CR from a rank... or a whole other new unit of Ogres... Hmm...) or slow them down (and when you're Ogres, buddy, you don't want to be slowed down).

In this list I've compensated by making them more durable (musician+bull armour) and more killy (armour piercing+bull charge). I just don't think Gnoblar-Ogre combined units hold the answer with regards to CR.

Looking at the Ogre weakness I put up, I realise they can be divided into:
* Stuff that hits before you do (Cavalry, ASF)
* Stuff that stops you hitting so hard (Shooting, Magic)
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Gondarion
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PostPosted: Thu, 21 May 2009 6:41 pm    Post subject: Reply with quote

I like it so far I think, but it still seems to me that the army needs an anti-dragon/daemon weapon in the worst way. What about the "big bertha" cannon idea, I like that one.
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Revlid
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PostPosted: Thu, 21 May 2009 8:42 pm    Post subject: Reply with quote

Two new magic items added!
A magical banner that grants flaming attacks for 10pts.
A talisman that prevents canine (Chaos/Flesh Hounds, Wolves) and feline (Sabretusks, White Lions) models from attacking the wearer for 10pts.

Gondarion wrote:
I like it so far I think, but it still seems to me that the army needs an anti-dragon/daemon weapon in the worst way. What about the "big bertha" cannon idea, I like that one.


That's going to be a special character ("The Great Belching Crawcannon") - a giantass cannon just isn't common enough to be a regular choice in an Ogre Kingdoms army, it'd be more of a unique thing

Anti-Dragon/Big Thing weapons:
Tyrant with Tenderiser/Thundermace
Character with Mirabelle
Hunter
Rhinox Riders (if they can catch it)
Slavegiant
Ironguts with Cannibal Totem

Anti-Daemon weapons:
Brahmir Statue
Dog Tablet
...Killin' stuff
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RGB
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PostPosted: Fri, 22 May 2009 11:52 pm    Post subject: Reply with quote

By the way, may I add that I love your Ogre item names.

They're almost what the DoW Item List should have been, but Ogre-ier.
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Revlid
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PostPosted: Sat, 23 May 2009 12:40 am    Post subject: Reply with quote

RGB wrote:
By the way, may I add that I love your Ogre item names.

They're almost what the DoW Item List should have been, but Ogre-ier.


Thanks! Only 13 of the item names are mine, though, so I can't take full credit. The rest are all GW.
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Dooks Dizzo
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PostPosted: Tue, 05 Jan 2010 10:56 pm    Post subject: Reply with quote

Rev, I'd like to say that this is one hell of a body of work. An outstanding effort and one of the best 'home brew' ammended lists I have ever seen.

Your work specifically has inspired me to try writing my own amended rules for the Brets.

I showed this to another Ogre enthusiast and they've been playing with these rules ever since.

On a balance note, I absolutly love what you've done to Maneaters, I am jsut afraid that in the hands of a good general they could actually become a bit overwhelming.

On a completely different note: how do you format your stat lines to come out like that? I like to horizontal format much better than the vertical that I have been using.
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Ricold
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PostPosted: Tue, 05 Jan 2010 11:52 pm    Post subject: Reply with quote

Dooks Dizzo wrote:
On a completely different note: how do you format your stat lines to come out like that? I like to horizontal format much better than the vertical that I have been using.


Some years ago, I wrote a guide on this matter. Not completely idiot proof to use, but as I say there, preview is your friend: http://www.talismancy.com/hammer/viewtopic.php?t=638
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Dooks Dizzo
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PostPosted: Wed, 06 Jan 2010 12:17 am    Post subject: Reply with quote

Thanks Ric!

My Bretonnian write up is going to get a lot cleaner.
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