Maneaters
Grade: 1c
Source: Border Town Burning (PDF)
Setting: Border Town Burning
Lore
The call of the wild is too much for some bands and they prey upon merchants and travellers. The Ivory Road is never easy pickings as land trains are always guarded by heavily armed hirelings. Ogres sometimes end up fighting their own kind before looting the caravans and returning to their tribes with whatever is left of the spoils.
A company of these undisciplined savages who agree to fight under the command of a ballsy merchant will have their witless brawn put to good use in a fight. Spectacular mercenaries known as Maneaters all too often find themselves on the road, escorting a wealthy caravan great distances along dangerous trade routes. A few of these retinues make their way to the ruins of Mordheim.
Special rules
Fear: Ogres are large, threatening creatures that with the exception of Youngbloods, cause fear.
Large: Except for Youngbloods and Half-growns Ogres are huge, lumbering creatures and therefore make tempting targets for archers. Any model may shoot at them, even if they are not the closest target and gets a +1 bonus on the ‘to hit’ roll.
Gluttony: Because of a voracious appetite, each Ogre model counts as two models when selling wyrdstone or treasure. Any model which is captured due to Serious Injuries or Exploration can be devoured and his possessions retained, reducing the combined model count of your warband by one (or two if the captive ‘shared meal’ is a Large Target). Each Ogre always counts as at least one model towards the total, no matter how much he eats!
An Ogre Hero devouring captured models is granted experience points equal to the number of models that were consumed. Any member or animal (including mounts) from your warband can be eaten in the same way! Remove any consumed comrades from the warband roster immediately.
Slow Witted: Although Ogres are capable of earning experience and bettering themselves they are not the smartest of creatures. Ogres only improve at half the rate of everyone else. They must earn twice the usual number of experience points to gain an advance.
Difficult Customers: Unable to create anything of lasting worth, Ogres tend to rely on more civilised folk for the acquisition of quality goods. Widely regarded by vendors as their least popular and most frightening customers, Ogre Heroes suffer -1 when rolling to find Rare items that are not exclusively available to Ogres.
Cannibals: Most Hired Swords refuse to work for Ogres, as they know for sure they’ll end up being a meal sooner or later. An Ogre warband may never hire any Hired Swords, except for Halflings (Scout, Thief, etc.) and the Ogre Bodyguard, or unless stated otherwise, in which case Ogres can choose to devour him when the contract ends (see Gluttony).
Choice of warriors
A Maneaters warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.
- Captains: Each warband must have 1 Captain: no more, no less!
- Youngbloods: Your warband may include up to 3 Youngbloods.
- Mountain Guides: Your warband may include up to 1 Mountain Guide.
- Bulls: Your warband may include up to 2 Bulls.
- Half-growns: Your warband may include any number of Half-growns.
- Sabretusks: Your warband may include up to 2 Sabretusks.
Starting experience
- The Captain starts with 20 experience.
- Youngbloods start with 0 experience.
- The Mountain Guide starts with 8 experience.
- Henchmen start with 0 experience.
Maneaters Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Captain | ✓ | ✓ | ✓ | |||
| Youngblood | ✓ | ✓ | ✓ | |||
| Mountain Guide | ✓ | ✓ | ✓ |
Maneaters Special Skills
Maneaters Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
master of arms
The Ogre learns how to use his size. He may now wield a Difficult to Use weapon and a hand weapon at the same time, but not two Difficult to Use weapons.
crude belch
Ogres and Gnoblars eat almost anything. Consequences are to be expected from those inconsiderate enough to consume a rich meal before battle. A Hero with this 'condition' may unleash his thunderous fumes on all enemies engaged in close combat. Those that do not pass a Ld test suffer a –1 ‘to hit’ modifier for the turn. The Ogre must wait until a new enemy engages him in combat before he relieves himself again.
maneater
Ogres are not civilized of their own accord but it is proven they are prone to absorb foreign customs when travelling the world. Some eventually learn strange new skills before returning home to their tribes. This Ogre may immediately learn one skill from the Shooting or Academic skill lists. This skill may be taken only once and may not be taken by the Guide.
bull charge
Ogres learn to use their vast bulk in a charge, trampling the enemy to the ground. When charging, an Ogre with this skill may attempt a single attack with a +1 ‘to hit’ modifier rather than making his normal attacks. If successful the enemy model is automatically knocked down.
dog of war
When an Ogre travels south he can find employment as a tavern bouncer. Some are enlisted by Paymasters to fight for Tilean City States. Drawing from experience gained during a stint on foreign soil, the band can now hire those Hired Swords available for Mercenaries. This skill may only be taken by the leader and if he dies all Hired Swords are removed from the warband.
Bellowing Roar
An Ogre leader expects challenges to his authority. One of the best ways to suppress a mutineer in the ranks is to give his ear drums a good pounding. This skill may only be taken by the warband leader, allowing him to re-roll the first failed Rout test.
Maneaters equipment lists
Ogre Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Cleaver (Axe) | 5 gc |
| Ogre Club | 10 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Morning Star | 15 gc |
| Double-handed weapon | 15 gc |
| Iron Fist | 15 gc |
| Cathayan Longsword | 75 gc Captain only |
Missile Weapons
| Item | Cost |
|---|---|
| Hand-held Mortar | 70 gc |
Armour
| Item | Cost |
|---|---|
| Helmet | 10 gc |
| Light Armour | 20 gc |
| Heavy Armour | 50 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Gnoblar Fighter | 15 gc |
| Lookout-Gnoblar (Lookout-Gnoblar) | 20 gc |
| Luck-Gnoblar (Luck-Gnoblar) | 25 gc |
| Sword-Gnoblar (Sword-Gnoblar) | 30 gc |
Mountain Guide Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Cleaver (Axe) | 5 gc |
| Ogre Club | 10 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Harpoon Crossbow | 50 gc |
Armour
| Item | Cost |
|---|---|
| Helmet | 10 gc |
| Light Armour | 20 gc |
Special Equipment
Maneaters have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Iron Fist
Cost: 15 gc
Availability: Common
Ogres often shield their off-hand with some kind of spiked gauntlet. Such a heavy glove can be used to bat aside the strongest of attacks in a similar way to a giant buckler or to smash an enemy's face to a pulp.
Range: Close Combat
Strength: As user
Special Rules
Ogre Club
Cost: 10 gc
Availability: Common
Ogre clubs are crudely fashioned with bindings, spikes, and studs, and the craftsmanship and size of the club an Ogre wields is an indication of his status. An Ogre wielding a simple log is generally seen as desperate or extremely poor while wandering ones are known to wield almost anything of suitable size such as street lamps, salvaged artillery or pieces of architecture. These clubs are normally used for knocking out food so that it can be dragged back to the cave without losing much blood, but are also perfect for breaking enemies defence in a fight. An Ogre trusts his club and will eat it only in the direst of circumstances.
Range: Close Combat
Strength: As user
Special Rules
Hand-held Mortar
Cost: 80 + 2D6 gc
Availability: Rare 12
The explosive power of a mortar, in a small enough package to be carried by a single man, the Hand-Held Mortar enables a warrior to launch an explosive into the midst of the enemy, sowing death and disorder.
Range: 24"
Strength: 4
Special Rules
Claimed Gnoblars
Lookout-Gnoblar
Cost: 20 gc
Availability: Rare 8
Special Rules
Luck-Gnoblar
Cost: 25 gc
Availability: Rare 9
Special Rules
Sword-Gnoblar
Cost: 30 gc
Availability: Rare 10
Special Rules
Heroes
1 Captain
145 gold crowns to hire
A retinue of Maneaters is captained by a brutish mercenary driven by his lust to gather wealth, experience and exotic wargear. He maintains order in his company by issuing threats and bribes or using violence.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 3 | 4 | 4 | 3 | 3 | 2 | 8 |
Weapons/Armour: Captain may be equipped with weapons and armour chosen from the Ogre Equipment List.
Special Rules
Unlike other models Ogres don't have free daggers, even though they might carry one reserved for eating, the most sacred activity in their life. Ogres never fight with daggers in close combat.
0 – 3 Youngbloods
45 gold crowns to hire
When Ogre calves meet outsiders for the first time, they’re not quite so menacing. Strange encounters in the wilderness pose a great many threats for them to overcome.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 2 | 2 | 3 | 4 | 2 | 2 | 1 | 6 |
Weapons/Armour: Youngblood may be equipped with weapons and armour chosen from the Ogre Equipment List.
Unlike other models Ogres don't have free daggers, even though they might carry one reserved for eating, the most sacred activity in their life. Ogres never fight with daggers in close combat.
0 – 1 Mountain Guide
145 gold crowns to hire
Youthful hunters leave their tribe to sate wanderlust or a rumbling gut. Isolated in mountainous territories they exist to track challenging prey through hostile conditions. Eventually the tribal ties of scouts are severed. With no loyalty they may choose to follow herds as they wish.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 4 | 3 | 4 | 4 | 3 | 3 | 2 | 8 |
Weapons/Armour: Mountain Guide may be equipped with weapons and armour chosen from the Mountain Guide Equipment List.
Special Rules
Unlike other models Ogres don't have free daggers, even though they might carry one reserved for eating, the most sacred activity in their life. Ogres never fight with daggers in close combat.
Henchmen
(Bought in groups of 1-5)0 – 2 Bulls
140 gold crowns to hire
Reckless young Bulls are nothing more than wanderers who recognize the strength of the Captain. They care only to fill their stomachs and don’t realize that one day they shall become learned and well travelled Maneaters.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 |
Weapons/Armour: Bull may be equipped with weapons and armour chosen from the Ogre Equipment List.
Special Rules
Unlike other models Ogres don't have free daggers, even though they might carry one reserved for eating, the most sacred activity in their life. Ogres never fight with daggers in close combat.
Half-growns
85 gold crowns to hire
Any underdeveloped Ogres risk meeting a sticky end. These half-grown brutes are slain at the hands of traditionalist tyrants as runts represent weakness in the tribe. Migrating renegades will seek refuge in a weaker herd or take up arms in their exile for whoever keeps them.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 2 | 4 | 4 | 2 | 2 | 2 | 7 |
Weapons/Armour: Half-grown may be equipped with weapons and armour chosen from the Ogre Equipment List.
Unlike other models Ogres don't have free daggers, even though they might carry one reserved for eating, the most sacred activity in their life. Ogres never fight with daggers in close combat.
0 – 2 Sabretusks
125 gold crowns to hire
Sabretusks are agile, giant felines with tusks jutting from their lower jaw. It is common for a young hunter to keep a Sabretusk or two around to help sniff out his next meal.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 8 | 4 | 0 | 4 | 4 | 2 | 4 | 3 | 4 |
Weapons/Armour: Tusks and primal ferocity!
Special Rules