Yes, although there's a good chance they will be more abstracted than than in the tabletop RPGs just so that we dont overload on mechanics crunch that is already heavy in the combat rules.
At this time of year, the Trantine hills experience long, hot days, with the sun Overhead blazing mercilessly down onto all the earth, unmitigated by cloud or breeze. This is all well and good for the farmers who tend the terraced olive groves or endless fruit orchards, and even more so for the wealthy patrons who actually own the land. More sun, if mixed with an appropriate amount of watering, means bigger harvests, which means more product, which means more profit.
It created significantly less pleasant effects when applied to a large number of bodies crammed in close together, certainly the common people of the nearby city were cursing and scowling as they sweated half to death during their toils, skin reddening and peeling, even as they jockeyed for space in the wine houses and taverns, seeking cool relief from the troubles of the day. In such areas of close proximity, the unwashed mass of the hoi polloi served as a perfect vector for disease, and small breakouts of plague in the summer were not unheard of.
However bad the city was, though, it had nothing on your camp.
Ogres are several times the size of a human, and accordingly sweat enough to drown lesser creatures. These secretions roll down chests and arms and legs, getting stuck in the endless folds of blubber and other, unmentionable places. There to sit and stay and comingle with the mud of the road, the juices of the latest meal, blood from old injuries (or victims) and other assorted effluvia, all festering and combining together to create something as unique as it is rancid. It is not quite true that Ogres never bathe as some humans might say, but as a rule your species is not all that attentive to hygiene, and it has not rained for a number of days.
This … effect is then multiplied by every member of the tribe, by the hundreds, and further joins the generalized results of camp life. The must of old, worn leather, the Latrines, the many pack animals, the food that's gone a bit off after being left exposed to the elements, the ashy smoke still drifting off of cookfires or torches or ritual bowls or the forge of the camp smith. The Gnoblars, so, so many Gnoblars.
And this is without mentioning the noise, constant and unending.
The combined effect of the camp's atmosphere would probably be more lethal to a human visitor than all the warriors it contains combined, but to you, this is just what home is like.
You plod along without issue, each heavy step sending up small clouds of dust in your wake as you pass through and around clusters of Ogre-sized yurts, brown hide stretched thin between supports made from massive bones. Yawning and grumbling Ogres push their way out of flaps, pulling on hide trousers, buckling gut-plates, and gathering around small campfires to await the morning stew as it is prepared by den-mothers.
Even as you watch, one impatient young bull grabs up a passing Gnoblar, as casually as though he were scratching his own head, and shoves the little creature into his mouth with a series of horrible crunching sounds.
The rest of the gnoblar's tiny kin do not even seem to care, scurrying around with incredible dexterity, or perhaps familiarity, between the legs of their masters, ferrying objects back and forth or otherwise performing any one of the countless little tasks required to keep the camp running.
You barely even notice them scrambling to get out of your way as you continue plodding along, casting a plane of shadow in your wake big enough for a human family to hide from the sun in. You are a tad bigger than the average Ogre, and long-legged strides soon carry you towards the central area of the camp.
You skirt around the edge of the Maw-Pit, a massive rounded hole dug into the ground like a bowl as the first part of establishing the camp. It's edge is lined with tall stones poised to jut inwards, all built in emulation of your god. The pit was the first part of the camp built, and is a center of ritual and recreation both. Eager young bulls often challenge one another to wrestle in the pit, sometimes to the death, all done in the eyes of the great Maw. Feasts can be held around it's circumference, with the fighters down below serving as entertainment. It is the common meeting place, where the Tyrant gives his public announcements.
Across from you, on the other side of the pit, is the Tyrant's own tent. A palace of hide and bone, larger and grander than the homes of the rest of the tribe, festooned with trophies from a hundred battles. Broken shields and shattered swords and crumpled helmets of a dozen styles. Above it all, flying high and proud, is the banner of your tribe:
[] The Roaming Mammoth of the Wanderfoot Tribe Possessed of an ancient wanderlust, the Wanderfoot tribe are always on the move, and have become experts at surviving the many dangers of wilderness travel in the old world.
Your tribe will be able to move far faster across the world map, and be far more likely to spot and avoid ambushes or natural dangers. They will also be capable of surviving off the land to a certain extent, harvesting a great deal of food and resources off of the natural environment.
[] The Grinning Skull of the Bonehead Tribe What they lack for in intelligence, the bonehead tribe more than makes up for in sheer jovial fearlessness. Whether on the battlefield or in the frequent camp games, feasts, athletics, headbutting competitions, and rounds of Catch the Gnoblar.
Your tribe will have an easier time against out-of-combat fear and morale effects, and will run frequent competitions and challenges in which you might earn extra favor, renown, and resources. Additionally, beating enemy characters in single combat will earn you extra renown.
[] The Clenched fist of the Strongblood Tribe Blessed with fertility, the Strongblood tribe is known to bounce back from even the worst defeats stronger than before, and can shrug off casualties that would devastate any other tribe.
Your tribe is numerous and reproduces quickly, making casualties easier to replace. Additionally, you and other characters will recover from sustained injuries far quicker, and you will benefit from extra resistance against poisons and diseases.
[] The bladed teeth of the Irontusk Tribe. No Ogre could ever rightfully be called a "Master Smith", but the Irontusk tribe comes somewhat close. Obsessed with making themselves as "Strong as Steel", they spend a disproportionate amount of time and resources on acquiring metal and extra weapons from anywhere they can.
Your tribe has larger stockpiles of weapons and armour. In the future, this will provide discounts on improving the wargear of yourself, other characters, and troops, as well as making it easier to access more advanced forms of equipment.
[] Write-In
Include a name, Heraldry, and the general theme you want to go for.
There, somewhere in that vast tent, is your Tyrant. Your chieftain. The bastard who ordered you to get up early so he could give you a 'mission' as his newest bruiser, forcing you to run around before the sun had risen to assemble all your troops together to do something he is too lazy and too important to bother with himself.
You reckon this is more of a test than anything else. The task is not complicated, and it will be your first time leading a warband in the field, so the Tyrant probably wants to make sure you are capable of doing what you are told and not break apart on your first command.
You are fairly confident you can get it done without issue. You have an advantage. After all, you are already known for:
-[] Being a Humanitarian You are what you eat, so they say, and you have eaten many humans at this point. That, and having spent so much time among them has granted you certain insights as to what makes the race of man tick. Things that seem complicated and mystifying to most Ogres, such as the complexities of human politics, why which groups hate one another, and what the point of certain behaviors is, seems clear as day to you.
You mostly understand human cultures, allowing you to discern their real motivations, desires, and the reasons behind their actions. In particular, this allows you to comprehend the reasons why they hire you to do certain things, and what the knock-on effects of those actions will be. No going in blind for you, for you will always understand the context of the wars you are being thrown into, and what you can likely expect to face.
[] Acting as a Friend of the Small You have always had a soft spot for Gnoblars, and tend to treat them far gentler than most Ogres do their slaves. You save the leftovers of your meals for them, rarely ever eat them, and even feel a little bad when you accidentally sit on one. This kindness is noticed, and appreciated.
You will receive a discount on Gnoblar units, unlock extra actions in camp to do with Gnoblar welfare, and down the line you may take non-standard upgrades to make Gnoblar units far more effective and Versatile.
[] Your Bizness Savvy Among Ogres you are considered a Savant with numbers, as you are able to count beyond the number of fingers you have. They often send you to negotiate trade deals, because you have the best understanding of the actual value of the items involved, and can usually avoid getting completely fleeced. Usually.
You get better prices when purchasing anything from the markets, and can score a higher profit when selling anything.
[] Your Straw-Tea-Jackal Akumen You have learned to have an actual understanding of strategy and tactics, with an appreciation for the arts of flanking, deception, and unit composition most Ogres do not have. On the battlefield, you can accurately assess the capabilities of both friendly and enemy units, and come up with solutions on the fly.
During battles, you can freely identify and understand enemy units actual stats and nature more than just their physical appearance, and you will automatically receive strategic assessments of how well various actions are likely to work out.
[] Write-In
Pick one thing you are particularly good at.
A quality that is certain to help you stand out above your peers. Unfortunately, though you are flawless, your tribe is not. Perhaps due to poor leadership, perhaps due to bad luck, there is one factor that troubles your tribe continually, and may well prove a hindrance in your efforts. Your tribe is:
[] Abandoned by the Maw Some say that wandering so far from the homelands has displeased the great maw, which has turned its benevolent gaze away from your tribe in disgust, taking with it its gifts. Whatever the real reason, your tribe has not birthed a butcher in many generations.
Your tribe is Utterly incapable of spawning Magic Users.
[] Beastless Tragically, your tribe no longer possesses the traditional beasts used to support Ogre armies. Your herds died during your many travels, and finding replacements is nigh impossible. You have been forced to make do with the feeble animals of the old world instead.
Your tribe has no Ogres-Faction beasts, and cannot spawn any units that use those animals. (Mournfangs, Sabretusks, Rhinox, etc.)
[] Pursued by an Enemy. Your tribe has the misfortune of drawing the Ire of a powerful foe, who will stop at nothing to ruin your day.
A powerful and resourceful leader, for whatever reason, has it out for your tribe, and will seek to fuck you over whenever the opportunity arises, no matter how far away you may go. Choose one faction for this enemy to belong to:
-[] Empire
-[] Kislev
-[] Tilea
-[] Estalia
-[] Bretonnia
-[] Orcs & Goblins
-[] Beastmen
-[] Skaven
-[] Vampire Counts
[] Write-In
This will have to be a significant and lasting drawback.
If that was not enough, your "warband" is barely worthy of the name. The Tyrant granted you enough forces to guard a granary, not slay an enemy army. Your mouth twists in a frown as you come around the corner to the little mustering field in which you told your troops to gather.
The maneaters are there, of course, chuckling to one another in that smug, grating tone of theirs over some joke you were too late to hear. They are easily the best troops you have, experienced veterans all, but they don't respect you. Not yet. They are all older than you by decades, and consider you little more than an upstart child. They obey for now, but you'd much rather not have them laughing behind your back.
One of them looks up as you approach, grinning that shit-eating grin of his. "Oi, ladz, da boss is here."
The others look over, and one of them sweeps into a mocking bow, sweeping his feathered hat off of his head. "Glad you could join us, yer bruiserness. See, the ladz were wondering, what exactly are we doing today?"
You grunt, thinking back to what the Tyrant told you. Your tribe is currently in the employ of the city-state of Trantio, whose reigning prince has both the money and the need for your muscle. The constant feuds of the Tilean states tend to run hotter during the summer, and other dangers have also come crawling out of their hidey holes.
[] Bands of marauding greenskins have come down from the Apuccini mountains, as they do every year. And, like every year before, they have started raiding and looting the farmsteads and groves of the countryside. Scouts have managed to locate the camp one of these bands is staying at, and the authorities want them eliminated before they cause any more trouble.
[] A group of armed humans has crossed the border from the west, and has been making its way from town to town inquiring about local defenses. Mercenaries sent by one of the rival city-states no doubt, probing around to see how vulnerable Trantine land currently is, and if they might be able to seize a border fiefdom or two.The Prince wants them to be taught a lesson. A lethal one.
[] A small river has inexplicably dried up, and the farms that relied on its water, especially during such a hot summer as this, are complaining. The prince's court suspects sabotage by one of their neighbors, and wants an armed party to follow the dried up river to investigate, and kill whatever's caused this.
With that explanation out of the way, you turn your attention to the rest of your troops, asessing what you have available.
Now comes the fun part, putting together your modest (For now) Army.
You have 220 points to spend.
You MUST spend at least 125 POINTS on the following units in some combination.
Note: You may have multiple of the same kind of unit, assuming you can afford it. (For example, you may have two different groups of Gnoblars)
[] X amount of Ogre Bulls (30 Points per Ogre) Your basic Ogre tribesmen, any Ogre male is considered a Bull once he has reached sufficient age, and together they form the main mass of the tribes warriors. Relatively straightforward, Bulls charge directly into battle, relying mostly on their natural physical advantages over most creatures to win the day rather than any complex tactics or equipment.
Note: single Unit of Ogres must have at least 3 Models
-[] May upgrade one Bull to a Crusher (Unit leader) for 10 Points.
-[] May Upgrade one Bull to a Bellower (Musician) for 10 Points.
-[] May Upgrade one Bull to a Standard bearer for 10 Points.
-[] The Unit may take a Look-out Gnoblar for 5 Points (4 points, if Friend of the Small was chosen)
-[] The unit may take additional hand Weapons for 1 Point per Model.
Alternatively
-[] The unit may take Ironfists for 2 points per model (1 point per, if the Irontusk tribe was chosen)
[] X amount of Gnoblars (2.5 point per Gnoblar, 2 if Friend of the Small was chosen) The common slaves of the tribe, Gnoblars are tiny, weak, cowardly, easily slain, and equipped only with rusty shivs and kitchen knives tied to sticks. They, however, extremely numerous, and are often herded to the front of battle en masse as expendable meat shields.
Note: A Single unit of Gnoblars must have at least 5 Models
-[] May upgrade one Gnoblar to a Groinbiter (Unit leader) for 10 points. (5, if Friend of the Small was chosen)
-[] May upgrade one Gnoblar to a musician for 10 points. (5, if Friend of the Small was chosen)
-[] May upgrade one Gnoblar to a standard bearer for 10 points. (5, if Friend of the Small was chosen)
-[] The unit may take additional hand weapons for 1 point per model. (0.5 points per, if Irontusk tribe was chosen)
You May choose to spend up to 45 points on the following upgrades for Bragg:
May be armed with one of the following:
-[] Additional hand weapon=4 points (2, if Irontusk tribe was chosen) A large cleaver-like saber you can heft in your off-hand, allowing you to make additional attacks in close combat. Especially good for wading into crowds.
-[] Great weapon=8 points (6, if Irontusk tribe was chosen) A massive warhammer made from a small boulder tied to the end of a tree-trunk. Huge enough that even you have to use two hands to wield it, but capable of crushing even heavily armoured or unnaturally tough creatures.
-[] Ironfist=5 points (3, if Irontusk tribe was chosen) A brutal Ogre invention, the Ironfist comes from pit-fighting traditions, and is essentially just an especially thick and unusually heavy metal gauntlet festooned with spikes and other attachments. It can be used as an offhand weapon in close combat to bash things to death with, but it can also double as a defensive shield.
-[] Ogre pistol=7 points (5, if Bizness Savvy was chosen) Originally, this was probably a human arquebus, musket, or blunderbuss meant to be used in two hands. But with the barrel filed down a bit and the grip enlarged, it makes a pistol fit for Ogre hands.
-[] Brace of Ogre pistols=10 points (7, if Bizness Savvy was chosen) A set of two to four Ogre pistols paired together on a Bandolier or string, pre-loaded and ready to go so that the wielder, after firing one, may simply drop it and pull out another instead of going through a lengthy reloading process in the midst of battle. Allowing them to put more shots into the enemy.
[] May replace light armor with medium armor for 4 points (2, Irontusk tribe was chosen) You have supplemented your gut-plate with a wide-necked cage-faced helmet, a set of human chaimail coats refashioned into a sleeve for one of your arms, a large spiked pauldron for the opposite shoulder, and a heart-protector plate strapped over your chest.
May take any of the following:
-[] Lucky Gnoblar for 5 points (3 points, if Friend of the Small was chosen)
-[] Sword-Gnoblars (up to two) for 3 points per model (2 points per model, if Friend of the Small was chosen)
May be mounted upon one of the following:
- [] Mournfang = 45 points (Unavailable if Beastless was chosen)
____________________________________________________________________________________________________________________
Consider your choices carefully, as several of these will have lasting impacts on the game. I will happily answer any questions the moment I get the Opportunity. I wanted to include descriptions for all the equipment and Upgrade choices, but I had to get this out before heading off to work, so I may add those descriptions in later.
[X]Plan:Ya Basic
-[X] The bladed teeth of the Irontusk Tribe
-[X] Being a Humanitarian
-[X] Beastless
-[X] Bands of marauding greenskins have come down from the Apuccini mountains, as they do every year. And, like every year before, they have started raiding and looting the farmsteads and groves of the countryside. Scouts have managed to locate the camp one of these bands is staying at, and the authorities want them eliminated before they cause any more trouble.
-[X]5 Ogre Bulls with Musician,Bellower,Standard Bearer,Look-out Gnoblar,ironfists for all 5 ogres
-[X]For Braag,ironfist,medium armour and brace of ogre pistols
[X] Plan We both eat people, why do they hate us?
-[X] The Clenched fist of the Strongblood Tribe
-[X] Being a Humanitarian
-[X] Pursued by an Enemy.
--[X] Vampire Counts
-[X] A small river has inexplicably dried up, and the farms that relied on its water, especially during such a hot summer as this, are complaining. The prince's court suspects sabotage by one of their neighbors, and wants an armed party to follow the dried up river to investigate, and kill whatever's caused this.
-[X] 5 Ogre Bulls
-[X] 10 Gnoblars
-[X] Mournfang = 45 points
[X] Plan: Mongolian Panzers
[X] The bladed teeth of the Irontusk Tribe.
[X] Your Straw-Tea-Jackal Akumen
[X] Pursued by an Enemy.
-[X] Beastmen
[X] A small river has inexplicably dried up, and the farms that relied on its water, especially during such a hot summer as this, are complaining. The prince's court suspects sabotage by one of their neighbors, and wants an armed party to follow the dried up river to investigate, and kill whatever's caused this.
[X] 5 Ogre Bulls 150 ps
-[X] Crusher 10 ps
-[X] Bellower 10 ps
-[X] Standard Bearer 10 ps
-[X] Look-out Gnoblar 5 ps
-[X] 5 Ironfists 5 ps
[X] 7 Gnoblars 17.5 ps
-[X] Additional hand weapon 3.5
[X] Great Weapon 6 ps
[X] Medium Armour 2 ps
These creation chapters were really enjoyable, I can't wait for quest to start fully.
For a question, Swordswain can we pick Dark Elves or Chaos Dwarves as enemy? I just find a dread lord having beef with a "dumb" ogre who doesn't even know they exist hilarious and for mechanic-wise it's also challenging.
These creation chapters were really enjoyable, I can't wait for quest to start fully.
For a question, Swordswain can we pick Dark Elves or Chaos Dwarves as enemy? I just find a dread lord having beef with a "dumb" ogre who doesn't even know they exist hilarious and for mechanic-wise it's also challenging.
Truthfully I would never say no to more Skaven. Tho we are already in Tilea so I guess sooner or later we will probably face some skaven. I just thought having something more "exotic" as an archenemy could spice things a little.
As Iggyfan said, they are little fighting gnoblar assistants who follow you into combat. They provide extra attacks, One per Gnoblar.
These attacks are made at the Weaponskill of the Ogre they are attached to (in this case, Bragg), as they are taking advantage of the distraction their master provides to dart in and stab. The strength of these attacks is only 2 though (at least, as I am running things here). Gnoblar arms are still puny.
These creation chapters were really enjoyable, I can't wait for quest to start fully.
For a question, Swordswain can we pick Dark Elves or Chaos Dwarves as enemy? I just find a dread lord having beef with a "dumb" ogre who doesn't even know they exist hilarious and for mechanic-wise it's also challenging.
The array of potential enemies I provided was done with what your tribe was likely to have encountered across the old world in mind. It would be far less likely to make a permanent standing enemy out of Dark Elves and Chaos Dwarfs. Both visit the old world on raids, but only briefly, and they don't stick around afterwards.
You could have encountered some, but even if you made enemies out of them, they would not be sticking around in any lasting capacity as a threat, which is sort of the point of that negative.
Rest assured though, its still possible you'll end up fighting those two down the line. Even if they aren't your especial rivals.