Ogre Slaver
by Avian
The Slaver character is something I feel is a bit lacking in the Ogre army, thus I came up with this suggestion, based on Braugh's rules. This version is necessarily somewhat different, since it represents a Hero-level slave driver with living slaves, rather than a Lord-level slavemaster with a band of (more or less) undead ones.
Ogre Slaver - Hero
Ogres are renowned for their disregard for their lack of care for any member of the smaller races, which essentially means just about everyone but themselves. As Ogres lack all but the most basic skills of craftsmanship, they consequently use a large number of slaves to perform these tasks for them. Most of these slaves are Gnoblars, though there is also a good number of humans, Dwarfs, Elves and even more exotic cratures in servitude to the Ogres. Unlike Dark Elves or Skaven, who see slaves as valuable commodities (or, at least, as commodities of some value), Ogres have no hesitation of expending the lives of scores of the smaller races. Ogres will not hesitate to employ slaves who know useful crafts in battle, even if their combat skills are only marginally higher than that of a Gnoblar. Observers have noted that Ogres seem to find a great degree of pleasure in driving slaves into battle against their kin, in forcing brother to fight brother. Ogre Slavers herd these unfortunate ones into combat, driving them forward with their cruelly barbed whips.
Ogre Slaver........................................................... Points/model: 130
M | WS | BS | S | T | W | I | A | Ld | |
Ogre Slaver | 6 | 4 | 3 | 5 | 5 | 4 | 3 | 4 | 7 |
Slave | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons & Armour: The Slaver is armed with an Ogre Club and a Slaver's Whip and wears light armour. The Slaves count as being armed with hand weapons.
Options:
- May choose to upgrade light armour to heavy armour (+4 points).
- May be accompanied by up to two Sword-Gnoblars (+5 points each) and/or a Luck-Gnoblar (+5 points).
- Must be accompanied by 6 to 20 Slaves (+3 points each).
- May choose big names and/or magic items from the Common or Ogre magic items list to a maximum total value of 50 points. Note that if the Slaver selects any two-handed magical weapons he will not benefit from the Slaver's Whip (see below).
Special rules:
Slave Herd
Slaver only: Cause Fear, Bull Charge
Explanation of special rules
The Ogre Slaver is a big infantry character, should be on a 40 mm base and has a unit Strength of 3. He is an Ogre for all intents and purposes. The Slaves should be on 20 mm bases and can be represented by any mix of man-sized models on foot.
Cause Fear: See page 50 of the Warhammer Rulebook.
Bull Charge: See page 16 of the Ogre Kingdoms army book. Note that this special rule will not apply while the Slaver is with his Slave Herd.
Slave Herd: The Slaver must deploy with his Slaves and no other
character may join the Slave Herd. He cannot leave the Slave Herd, but should
all the Slaves be killed he is free to join another unit as normal. The Slaver
is placed in the unit in the same way as other characters in units and takes up
the same space as four Slaves. When determining the rank bonus of the unit, the
space the Slaver takes up counts as being filled with Slaves.
Gut Magic may be cast on the Herd, but will only affect the Slaver and not the
Slaves. Note however, that the normal rules for character psychology in units
will apply (see page 78 of the Warhammer Rulebook).
Slaver's Whip: The Slaver may choose to whip his Slaves, inflicting
D6 hits on them to get one of the effects listed below. The hits are worked out
at the Slaver's own Strength and can not cause a Panic test on the Herd. If
more Wounds are caused than there are Slaves left in the unit, all the Slaves
die and the Slaver does not get the effect he would otherwise get.
In close combat the Slaver's Whip can be used as an additional hand weapon.
Note that the Slaver cannot benefit from his Slaver's Whip if he is equipped
with a two-handed weapon.
- The Slaver may choose to whip the Slaves at the start of a Movement phase to make them move faster, increasing their Movement from 4 to 6 for that phase only. Whipping must be done before charges are declared.
- The Slaver may choose to whip the Slaves to re-roll a failed Panic or Break test for the Slave Herd.
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