Join Date: Mar 2008
Location: Manchester, UK.
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Requirements - Nothing
Points Cost - Variable, see table below.
Armies - Empire, Warriors of Chaos, Beasts of Chaos, Dwarves, Cathay, Orcs and Goblins, Chaos Dwarves, Kislev, Ind, Sigmarite Empire, Middenheim, Estalia, Tilea, Dogs of War, Khemri, Hung Raiders, Ogre Kingdoms.
For the points costs listed in the table, any Tyrant, Bruiser, Bull, Irongut, or Leadbelcher Unit may purchase a 'tribe' for the listed points cost. If bought for a Bull, Irongut or Leadbelcher Unit, the cost is a single cost per unit (not per model, like Wargear). A Character may not join a different tribe as to which he is himself. If a Character has no Tribe, then they were kicked out of the Tribe they were from, and will get laughed and jeered at, and aren't worthy fit into a close knit group of Ogres. Only Maneaters will keep their Tribal affiliations, but they fight together on their own, using the techniques they have learnt in their travels.
Might is Right! - Ogres look to their strongest to lead them - the model with the highest Leadership in the members of the tribe exudes an aura of command, telling the nearby Ogres of where to fight, and where to go. This is represented in the game by all units with an Ogre model from the same tribe with at least 1 model inside 12" of the 'General' using his Leadership for all Psychology based Leadership tests. If that model is also a Character, then they count as a Battle Standard for all members of the tribe as well. If you don't have any characters, then only Unit Champions may be the 'Ogre General'. If there are multiple Ogres with the same Leadership, then you may choose one as per usual.
Wanderlust - Ogre Bruisers may not take a Battlestandards.
Mercenaries - All Ogres in the Tribe take up Space in the Army list (i.e, a Tyrant is a Lord, a Bruiser is a Hero, etc), but may not be used for compulsory selections.
Tribe - you must choose one tribe from the following for all the units you have chosen. They must all have 1, and no more.
[table]Unit | Mighty Fists | Moonbiters | Goldtooths | Suneaters | Sons of the Mountain | Deathmaws | Rocksplitters | Skulltakers | Bloodied Guts[/table]
0-1 Tyrant | 20pts | 20pts | 50pts | 15pts | 10pts | 40pts | 20pts | 25pts | 20pts
0-2 Bruisers | 15pts | 15pts | 40pts | 10pts | 10pts | 30pts | 15pts | 20pts | 15pts
1+ Bulls | 30pts | 30pts | 50pts | 20pts | 15pts | 50pts | 30pts | 35pts | 30pts
0-3 Ironguts | 30pts | 30pts | 50pts | 20pts | 15pts | 50pts | 30pts | 35pts | 30pts
0-3 Leadbelchers | 30pts | 30pts | 50pts | 20pts | 15pts | 50pts | 30pts | 35pts | 30pts
Tribal Ties: You may only purchase one Tribe each time this Legendary Unit is chosen.
Mighty Fists: Ogres of the Mighty Fist tribe believe that the designs, whatever the colour of the tattoo, on their arms, and bellies, grants them the strength to overcome their foes.
+1 to Base Strength of all models.
Moonbiters: The Moonbiters favour the rare yellow paste they make from the rocks of the sulphur rocks they chew on. They also are renowned for sneakyness, and make night attacks regularly.
The Unit may choose not to deploy on the Table at the outset of a battle (in addition to those who may do so because of Battle Tactics etc), but may come on as a reserve. From the second turn on, roll a dice. On a 5+, the unit will come onto a chosen table edge, and act as if they had pursued an enemy off the table edge in the previous turn. Characters must be rolled for seperately. If you are joining a character with a unit, you must declare it when rolling for the unit.
Goldtooths: The Moonbiters are a tribe famed for their numbers, and amount of wanderlust - perhaps the largest out of all the tribes. The Ogres themselves seek the employment, and it works out better for the tribe if all the young bulls are bought for in bulk.
Whenever a unit is destroyed, it comes on automatically in the following owners turn, due to the number in which they cannot be hired. Characters may not take any magic weapons or big names, although Mundane equipment is allowed.
Suneaters: In the Worlds Edge Mountains, there is a tale of the fearsome creature, part ogre prophet, part Dragonkin, from the birth of time, who was powerful enough to swallow the sun whole. In memory of this great feat, members of the tribe who live in the shadow paint onto gutplates the sign of the Suneater, and their belief gives them the extra vigour to move faster and strike faster than others of their kin.
All ogres are M7 and gain an additional point of Inititive (Tyrants are 5, Bruisers are 4, Bulls are 2. Ironguts strike as a Great Weapon as usual, but they strike before other Great Weapons).
Sons of the Mountain: The Mountains of Mourn are well known to be massive monuments to the power of the Old Ones, and in these Mountains, there are a few who test their strength, against the elements. To hide from their prey, though, to mask their smell and skin, they use the skins of those they kill. However, these skins are slightly magical, helping their owners blend into the environment, like a fabled Camellian of the tropical south. These skins retain it even when the original owners are dead.
If an Ogre unit with this 'Tribe' is targetted by a shooting attack while in soft cover, the modifier is -2 to hit. If in Hard Cover, the modifier is -3 to hit.
Deathmaws: Those in the Deathmaw tribes have frequently journeyed into Cathay, where the Blue Dye is a sign of fear, reserved for the Blue Tong, a coven of hardened Street Gangs who run the cities through Fear and Death. Also, the Snakemen, of the Jungle, the Xiyi, the Lizardmen, are known for their Blue Scales, and springing ambushes from the crystal blue of the water.
The Ogres with this Tribe are Immune to Psychology.
Rock Splitters: The Rock Splitters frequently work for the Empire in the Quarries, as well as for the Dwarves in their Mountain Fastnesses, usually hewing the useless rock from the valuable, and also to carry the huge amounts of rock they can carry. And eat, if need be, so they never grow hungry. Whenever the Quarries are attacked by Marauding Greenskins and Skaven, these Ogres can form the backbone of defence, and are granted the additional scrap pieces of metal to bolt onto their existing armour.[/i]
Ogres from this tribe get an additional +1 to their armour save, which may be combined with existing armour as normal.
Skull Takers: This tribe originally only had a single Butcher, and got extremely funny ideas, after journeying back from the Great Maw. One of them included the Brains of slain opponents being completely useless, and being discarded from the meal. The skulls they saved though, and boiled them, and ate them as broth, once the brains were removed. This lead to a Fearsome Reputation, even amongst the other tribes.
Everytime this unit is capable of making a Bull Charge, they cause Panic in the unit they charge.
Bloodied Gut: The Red Warpaint that the tribe uses is saved exclusively for their Gut Plates, the blood that the paint is made from imparts its ferocity on the Tribesogre, due to all the Blood being taken from their slain enemies.
All members of the tribe gain Frenzy.