Oct 042010
Warhammer Quest Ogre Bull

Ogre BullFar to the east of the Old World lie the savage Ogre Kingdoms, a land of eating and fighting. A single Ogre, with his massive frame and boulder-like gut, has enough brute strength to sack a village and an army of such monstrous warriors, the power to destroy empires.

Ogre Bulls – The term Bull is used for any adult male Ogre. Bulls make up the majority of any Ogre Kingdom. Big, brutish and extremely violent, a Bull is far taller than a human whilst retaining a massive girth and heavily set frame.

Ogre Ironguts – Ogre Ironguts are the Ogres of any given tribe that have the most status and the best weaponry. Although not markedly superior in strength than their fellows, Ironguts are afforded great respect, as they are usually hand-picked by the tyrant himself. So it is unsurprising that they are typified by their unshakable faith in their own superiority.

Ogre Leadbelchers – Few in number, these filthy and unhinged Ogres are equally obsessed with destruction and noise, and arm themselves with great portable black powder weapons called Leadbelcher cannons. These are gigantic guns, either scavenged from the remains of enemy artillery or earned as a reward from the great forges of the Chaos Dwarfs.

Ogre Bull Ogre Irongut Ogre Leadbelcher
Wounds 13 13 13
Move 6 6 6
Weapon Skill 3 3 3
Ballistic Skill 5+ 5+ 5+
Strength 4 4 (6) 4
Toughness 4/5* 4 (6) 4/5*
Armour 2
Initiative 3 3 3
Attacks 2/3* 2 2
Damage 1D6/2D6(5+) 1D6/2D6(5+) 1D6/2D6(5+)
Gold 400 480 600

Ogre Bull

Fear 5; Ironfist; Bull Charge

Ogre Irongut

Fear 5; Bull Charge

Ogre Leadbelcher

Fear 5; Bull Charge; Armed with Leadbelcher Cannon

Bull Charge

If an Ogre moves 3 squares or over to attack a warrior, it does 1 automatic S4 hit (1DD)



An Ogre Bull may use the ironfist to either gain +1A or +1T (The Games Master may choose at the start of each combat round, or randomise using a dice)

Leadbelcher Cannon

An Ogre may fire the cannon in the Monsters Phase. It fires in a straight line 2 squares wide and any Warrior in the path is hit on a D6 roll of a 4+, taking 2D6+4 wounds. The Ogre may reload by doing nothing for a turn, so long as there are no Warriors in base contact.

Submitted By: G. Jones

  One Response to “Warhammer Quest Ogres”

  1. Very nice Mr G. Jones who ever you are 🙂

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