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Beat them or eat them? Why not both?

"We threatened to grind their bones up to make bread if they didn't pay. Course that's just a threat — it takes too long to grind 'em and most of this lot are just as 'appy to eat 'em raw."
Olag Skullcracker, Tyrant

The Ogres are towering, inhumanly strong, tough and above all hungry monsters. Having migrated west after a meteor destroyed their homelands in the plains, the Ogres have settled in the Mountains of Mourn beyond the Old World's edge, creating a number of kingdoms they rule through violence and intimidation. The Ogres have no real agenda beyond filling their stomachs and hoarding riches, and will fight (and eat) anyone. Their current foremost leader is the Overtyrant Greasus Goldtooth.

An Ogre Kingdom army is a fearsome sight, as each ogre walks faster, is stronger, tougher and more resilient than any other base troop in the world and their weight make their charges devastating. Thankfully, they do not come in high numbers and are vulnerable to sustained fire. Other than their ranks of Bulls, the Ogre Kingdom may bring in the numerous Gnoblars they've enslaved as cannon fodder, use peculiar specialized Ogre troops they have as shooting units or cavalry, and bring along the savage monsters of the Grey Mountains. Primitive yet powerful, an Ogre Kingdom army is a blunt instrument of straightforward violence.

The Ogre Kingdoms are neutral and their whims and appetite can bring them to fight someone as much as fight for them. The Ogres are famed as powerful and unreliable mercenaries in the Old World.

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    General tropes 
  • Abnormal Ammo: The lack of resources, and mechanical skill, of most Ogre and Gnoblar tribes means that they have to use anything they can get their hands on as ammunition for some of their larger ranged weapons such as the Leadbelcher Guns wielded by some Ogres and the ramshackle Gnoblar Scraplaunchers. Broken weapons, rocks, nails and other pieces of miscellaneous scrap metal are stuffed into the muzzel of the Leadbelcher, or onto the catapult of the Scraplauncher, and unleashed against the enemy in a rain of sharp points and ballistically propelled rubbish. In-game this storm of random detritus is often represented by special rules that allow such weapons to hit multiple targets but often have a relatively low strength compared to their size.
  • Above Good and Evil: Inverted, they're below good and evil. Due to their harsh homeland, difficult lifestyles and primitive culture, Ogres are only really concerned with surviving and enjoying themselves, and don't really have a moral code of any real sort. Ogres are very rarely motivated by either cruelty, mercy or altruism — all they really care about is making sure that at the end of the day they'll have a full belly, good gear, and good prospects for keeping things this way.
  • Acrofatic: Despite what you might think, the Ogre Kingdoms are one of the fastest armies in the game. Sure they're big and fat but with an average height of ten feet, they still have long legs and plentiful muscles with which to chase down their prey. Each footslogging Ogre moves a minimum of 6"; for comparison's sake, most cavalry only moves 7-8". While true cavalry can still outpace them, only the Bretonnians have a similar average movement speed across the board. This can further be improved for Tyrants by purchasing the Longstrider name (which can cause the gigantic mountain of fat and muscle wielding a building column fly across the map in a single turn).
  • Acquired Poison Immunity: Butchers and Slaughtermasters are used to not only cohabiting with filth, but also ingesting anything from rotten meat to toxins. For an Ogre to become a Butcher, he or she must be able to eat things that are too poisonous for other Ogres, and Slaughtermasters must have eaten more and more of these to be even considered for promotion from Butcher (assuming said Slaughtermaster didn't eat the previous one, though same difference given the things that they regularly eat). As a result, Poisoned Attacks must always roll to wound as normal.
  • Adipose Rex: With their cursed religion and culture revolving around hunger and food, Ogre leaders tend to be the largest and fattest warriors of their tribe, using their considerable strength to take the best food in a futile attempt to sate their insatiable hunger.
  • Agonizing Stomach Wound: Pretty much the only thing Ogres actually fear. Because of their biology, being disemboweled is irreversible and inevitably fatal... but it takes days of howling pain before it actually kills the Ogre. As such, Ogres view gutting another Ogre as an unforgivable sin, and Bragg the Gutsman's habit of doing this is why he scares the hell out of his kinsmen.
  • Anchors Away: The pirate Maneater model wields a large anchor as a melee weapon.
  • Asskicking Leads to Leadership: The Tyrant of a tribe is the biggest, meanest Ogre of the lot. The position is not hereditary — if you want the position, you can challenge the existing Tyrant to a deathmatch for it. The winner eats the loser alive in front of the crowd and claims/retains the title. Likewise, this is the accepted way to become one of the Bruisers, the Tyrant's enforcers.
  • Barbarian Tribe: The Ogres didn’t create a culture beyond shamanic worship of incomprehensible nature gods such as the Great Maw or the Fire Mouth, a volcano. Their society is also entirely based on whoever is the strongest. It comes with a bit of Hordes from the East, seeing that the Ogres live East of the Old World.
  • Battle Strip: During important duels, such as a Tyrant being challenged his position, the contestant will take off their gut-plates covering their stomachs, signaling that the following brawl is an affair worth risking one’s life for.
  • The Beastmaster: The solitary and independent Ogre Hunters will often capture, domesticate and train packs of Sabretusks to use as hunting beasts, unleashing them in battle to run down weak and fleeing enemies. In-game this is represented by the Hunter being the only character able to join units of Sabretusks, fighting alongside the mighty animals.
  • Big Eater: Pretty much the whole shtick of the army. They eat everything they can find, seeking special delicacies. Their religion is founded upon such principles. It borders on Horror Hunger when one considers that the Ogres weren't that hungry originally, but the coming of the Great Maw influenced their psyche to feel an unending appetite.
  • Bigfoot, Sasquatch, and Yeti: Spelled "Yhetee" in this universe. Yhetees are tall, gangly, white-furred, carnivorous ape-like creatures who inhabit the upper reaches of the Mountains of Mourn, where snow and ice dominate the landscape. They display an aptitude for ice magic but are borderline mindless and dangerously violent, only emerging to attack travellers moving through the mountains or when summoned to war by an Ogre tribe and leaving once their obligation is paid to avoid dying in the heat. Why the Yhetees fight alongside Ogres when called is unknown, some speculating they're formerly sapient Ogres who adapted to living in the upper reaches of the mountains but lost their minds or that Yhetees as a whole owe the Ogres a debt that they honour when summoned. Ogres for their part remark that they used to be "brothers" with the Yhetees long ago, though that's vague enough that it could mean anything.
  • Big Guy, Little Guy: The massive Ogres live together with the puny Gnoblars.
  • Bizarre Alien Biology: The first Ogre Kingdoms army book includes some investigation of Ogre physiology as part of its fluff material. Among other things, it genuinely is a sign of good health for an Ogre to have a huge paunch. Whereas a "gut" like that on a human is caused by unhealthy deposits of fat, an Ogre's paunch is actually a set of very large, very powerful and very developed musculature, used for grinding up the contents of the stomach. The skin of an Ogre was found to be very thick, speculated to lack much, if any, feeling, which explains why they don't really care about the loss of limbs or frequently piercing their skin with hooks or horns for the looks of it.
  • Blue-and-Orange Morality: As a rule, Ogres are only really interested in the practicalities of fighting and feasting. Anything that gets them closer to that is a good thing, from simple pillaging to trading and mercenary work, with a preference for sustainable long-term agreements but if that fails, they'll just bash the problem over the head until it goes away. As such they have no qualms about forming trade and military agreements with any faction they come across, as long as it pays well in food and fighting.
  • BFG: Probably the greatest examples of all factions, the Ironblasters are reconverted cannons that initially belonged to the Sky-Titans up the Mountains of Mourn. They are so voluminous even an Ogre looks small in comparison, yet the Ogres' poor use of it means they actually have a shorter range than standard great cannons (36’ instead of the usual 60’). However, it is as powerful if not way more powerful than regular cannons (their grapeshot has Strength 10 whereas most cannons have Strength 5 grapeshot). On a smaller scale, Ogre Leadbelchers use cannons as rifles and blunderbusses.
  • Body Horror:
    • Played with. Ogres are more resilient than most races to Chaos mutations, but they can still get mutated. Unmutated ogres don't shun those with mutations, however. In fact, they're if anything slightly jealous of them, as an extra arm or mouth makes eating much more efficient.
    • Their general habits of mutilating others for simple disagreements, as well as their choice in fashion (i.e. piercing their flesh with whatever pointy thing is on hand) can be a little unsettling to newcomers. And then there are Skrag and his Gorgers...
  • Breath Weapon: The Firebellies have a flaming attack that enables them to breathe fire at their enemies.
  • The Brute: Ogre Bruisers are mainly big Ogres that a Tyrant recruits as bullies to keep the rest of the tribe in line. As a result, they are often strong by Ogre standards, but not bright enough to have any desire to challenge the existing hierarchy. Some Bruisers, however, will have both the brawn and brains to act as a real lieutenant to their Tyrant.
  • Brutish Character, Brutish Weapon: Their weaponry tends to focus heavily around brutal melee bludgeons, such as clubs, hatchet-like swords, maces, and monstrous iron knuckles. Even their ranged weaponry is like this — their primary ranged troops wield giant repurposed cannons known more for their raw damage than their range and precision, and which can be also be used as huge bludgeons if the enemy reaches melee range.
  • Chef of Iron: Slaughtermasters and their Butcher apprentices are battle-ready warriors that, when equipped with the right magic items, can turn them into powerful Magic Knights. They are also responsible for cooking meals for the tribe, so they use butcher's tools in their work on and off the battlefield. Because of this they avert the Squishy Wizard trope that every other army usually abides by, as they still possess the statline of an Ogre (which is on par with most other armies' monsters). In addition, due to a quirk in the rule system, Butchers and Slaughtermasters were also one of the few spellcasters who can take magical armor. This was because they had access to the Ironfist, which counted as a weapon and armor thereby letting them get past the rule saying "Wizards can only buy magic armor if they wear armor".
  • Colony Drop: The Ogres were driven from their homelands when an immense comet landed on their heads, wiping out the ancient Ogre homelands and forcing them to migrate west. Due to the fact that it happened just after the Ogres angered the Celestial Dragon Emperor, some scholars have theorised that this event was intentionally triggered by Cathayan mystics, but this has neve been confirmed.
  • Companion Cube: Ogres generally view their club as the one thing they prize the most; they would only eat it if they're on death's door and nothing else is around (which is really saying something) and would often personalize them, as an Ogre seen with a plain stick is either thought of as being extremely poor or extremely desperate.
  • Dressed to Plunder: One of the Maneater models is dressed in a feathered tricorne hat, heavy boots with turned-down rims, cutlass, brace of pistols, and Gnoblar in a parrot costume.
  • Earn Your Title: Ogres Lords and Heroes have a system of Big Names, nicknames earned after performing exceptional feats. As a result, most if not all Big Names resemble Nounverbers. For instance, if a Bruiser kills a notoriously hard-to-hunt beast, he will be named "Beastkiller". Giving an Ogre a Big Name when building an army means they have performed some deed, translating into better stats or other bonuses for the commander at a price in points.
  • The Exile: Gorgers start life as weak or sickly Ogre babies without paunches tossed into tunnels way beneath the mountains because their tribe won't have them. Then they grow up into hungry and savage scavengers who eat anything they come across. Interestingly, some Ogre armies can make use of them in battle.
  • Extreme Omnivore: Ogres are generally renown for having iron stomachs capable of easily digesting things most other humanoids would have no hope of eating, but some stand out even amongst them:
    • The top contenders at first glance are the Ironguts, elite Ogres who regularly eat stone and metal for the bragging rights. The Firebellies, Ogre priests of their fire god, have even them beat. The initiation rite? Drinking molten lava and surviving.
    • Ogre Butchers take this to a new level by casting spells through eating the relevant "ingredients". This can range from mouthwatering (bull hearts) to cringe inducing (stones and rocks) to downright lethal (troll guts with acid, which can actually cause damage and kill the Butcher on a bad roll in-game). In fact, the mark of a Butcher is not only their knowledge of what tastes good (for Ogres) but also having the ability to eat things that other Ogres can't. As a byproduct, Butchers and Slaughtermasters are immune to most forms of poison, even ones that can kill other ogres.
    • Notably, Ogres avoid eating Gnoblars when possible; Gnoblars taste bad and there's not much in the way of meat to begin with, and they're generally more useful as gofers and lackeys than as meals. This is the sole reason why the Gnoblars hang around Ogres; every other species out in the East would make a meal of them in an instant (taste be damned) and the Ogres at least offer some measure of protection and food (in the way of discarded scraps). Note that Ogres are not above eating them; they're just never a first pick. Ogres will still eat them if no other sources of meat around, or if the Gnoblar annoys them.
    • Gorgers are mutant Ogres that goes beyond almost all others, simply because the only life they know is one of unending hunger and desperation. Because of this, they are never picky in what they shove into their mouths.
  • Fantasy Counterpart Culture: Of the Silk Road peoples, in that they occupy the area around the trade routes through the Mountains of Mourn and get wealthy trading with and raiding those who come through there. Design-wise and given their past proximity to Cathay, which is Warhammer China, they have elements of Mongols in their mustaches and skin colour as well. They also have a lot in common with Ice Age Neanderthals in their use of clubs, cave paintings and tattoos. Amusingly, their speech and mannerisms are more reminiscent of working-class Brits; their accents are Cockney like the Orcs and Goblins, but not as thick and phoenetic.
  • Fat Bastard:
    • Size-wize, Ogres are quite tall and very, very fat. Unfortunately for everyone else in the world, they also happen to be very strong, very tough and deceptively fast for their size.
    • Attitude-wise, Ogres are often casual about violence and table manners in ways that can easily put others off, but even by Ogre standards Bruisers are considered this due to being arrogant bullies who enjoy lording their status over the rest of their tribe.
  • Fat Idiot: Zig-zagged. While very few Ogres could match wits with the smaller beings of the world for any length of time, they have proven capable of learning to read, and can integrate well into foreign cultures when working as mercenaries as long as work is steady and pays well.
  • Fat Slob: A whole faction of giant, thuggish lardasses who love to eat in big, messy and gross feasts.
  • Fictional Flag: The Ogres as a whole use a stylized ring of teeth to represent the Great Maw, their god. Each tribe uses a modification of this as its specific symbol — the wealthy Goldtooth tribe has a Maw with a golden fang, the Feastmasters have a cauldron ringed by teeth, and so on.
  • Foe-Tossing Charge: The Ogres' most favored tactic (the one requiring the least amount of thinking) is to run at the enemy, using their tight ranks and weight to tear down the enemy like cavalry would. Units benefiting from the Ogre Charge rule get 1 Impact Hit on the charge and D3 Hits if they happen to roll a high enough score on the charge rolls. The Stonehorns do the same thing with Earth-shattering Charge but since they are behemoths more than ten times more massive than Ogres, they get 3D3 plus 3 Impact Hits.
  • Food-Based Superpowers: By using the Lore of the Great Maw, Butchers can eat specific foods in order to cast spells. Eating the heart of a powerful beast, for example, allows them to strengthen their allies, while eating the entrails of a Troll allows them to give a nearby unit a Healing Factor and consuming a victim's brain can project the unfortunate's nightmares into the minds of the Butcher's foes.
  • Formerly Sapient Species: While no proof one way or the other has ever emerged, some in-universe scholars and Ogres speculate that the Yhetees began as Ogres who adapted to the bitter chill of the Ancient Giant Lands during the Great Migration, over time becoming sub-tribal predators with only the simplest remnants of tool use.
    "Back when the world was young they was our brothers. They ain't much to look at now, too cold by 'alf and no fun at a feast. But they're fast, and they ain't forgotten how to kill."
  • The Gloves Come Off: Removing one's gutplate is considered an equivalent gesture among Ogres. As long as the gutplates stay on, any fight between two or more Ogres is just for fun. If it comes off, however, the fight is a Duel to the Death and will only end when one Ogre eats the other. Dying first is optional.
  • Going Native: Maneaters often take after the culture of the country they visit, learning a bit of their language, dressing somewhat like the locals and taking after cultural mannerisms. A Maneater from the Empire will dress like an Empire officer with bright colors, a plume on his hat and many Ogre pistols on his person, while an Ogre from Nippon looks like an obese McNinja, and then there are the Ogres from the Southlands where the proximity to the Savage Orc tribes push them to only wear a loincloth
  • Good Hair, Evil Hair: Many of the Ogres are depicted with Fu Manchu style moustaches, a classic sign of Yellow Peril style evil.
  • The Gunslinger: Certain ogres (such as Maneaters) wield ogre pistols or braces of them. It should be noted that given the size of ogres, these aren't pistol-sized by our standards, as regular human pistols are too flimsy for ogres to use, and too large for gnoblars.
  • Hand Cannon: Ogre pistols are big guns by human standards. There's also Ogre Leadbelchers, who carry actual cannons and use them as if they were giant-sized bazookas.
  • Heavily Armored Mook: Ironguts are Ogres who, by virtue of being favored by their Tyrant (be it because they're a sibling or a drinking buddy) have privilege to the tribe’s loot and thus can equip themselves with heavy weapons and a precious heavy armour protecting against projectiles. They are explicitly stated to not necessarily be better fighters than the average bull but the equipment and prestige does confer them a Leadership advantage over ordinary Ogres.
  • Highly-Visible Ninja: Some Ogre Maneaters dress as ninjas to indicate their time spent in Nippon, which is Warhammer Japan. Unless they take the Stalk rule, they will be this just by default.
  • Hollywood Prehistory: Their homeland is especially themed around this in later editions. The Mountains of Mourn are a bitterly cold, barbaric land where the ice age never truly ended, still roamed by primordial beasts long extinct in the rest of the world — including mammoths, woolly rhinos and saber-toothed tigers — and ruled by barbaric tribes of primitive, shamanistic warriors.
  • The Horde: Not as often as, say, Orcs or Chaos minions, but the Ogres are perfectly happy to pull this trope off if they want food and weapons and the mercenary work's too slow.
  • Hordes from the East: The Ogres are originally from Cathay, Warhammer's China counterpart and migrated West after a disaster, crushing all those who got in their way. This is still reflected in their appearance, with many of them drawn with Fu Manchu moustaches.
  • Horse of a Different Color:
    • Aside from Hunters being able to ride Stonehorns, there's Mournfang Cavalry. The Mournfangs in question resemble a cross between a bear and a big cat with tusks sticking out of their mouths.
    • Forgeworld produced models for ogres riding Rhinoxen, a particularly large and savage woolly rhinoceros with two horizontally aligned nose-horns. Rules for them were added in White Dwarf, but this was before the 8th edition army book that added Mournfang Cavalry.
  • An Ice Person: The Yhetees have weapons made of ice and an Aura of Frost rule inflicting a penalty to Weapon Skill to enemies nearby. Likewise, the Thundertusk has an icy aura, its Numbing Chill rule forcing an Always Strikes Last rule on enemies near it. Moreover, it can shoot a ball of ice magic, its Sphere of Frost-wreathed Ice functioning as a Stone Thrower.
  • Invading Refugees: After a giant meteor devastated their native plains and killed two Ogres out of three, the rest migrated to the mountains where the Sky-titans lived, then invaded their homes, killed most of them, and caused the survivors to devolve into the brutish Giants.
  • Kevlard: Ogres are all fat, giving them a greater layer of protection against blows and slashes. Although it doesn't protect them from projectiles, it translates as a good Toughness 4 for the ordinary Ogre.
  • Klingon Promotion: For an Ogre to become a Tyrant they have to kill and eat the old one. Same goes if he wants to become the Tyrant's bruiser. Averted with Ironguts; they generally are not better than other Ogres but instead are usually friends, family or drinking buddies with the reigning Tyrant.
  • Lean and Mean: Oh sure, most of them are the other thing, but Yhetees and Gorgers are portrayed as gangly and thin, yet just as dangerous and cannibalistic as regular Ogres.
  • Lightning Bruiser:
    • Despite their looks, they're actually one of the fastest armies in the game. The author of the most recent army book likened the army's general style to rolling a giant bowling ball at your opponent's units. Not that surprising when you consider how the long the legs on a ten-foot monster are.
    • The "Big Name" upgrades include Longstrider. Only Tyrants, Bruisers and Hunters can buy big names and Tyrants in particular tend to be the strongest Ogre in the army. If marching, a Longstrider can jump halfway across the board in one turn.
    • One of the common magic items given to Ogre Bruisers is the Araby Carpet. On top of how hilarious a flying carpet that can carry a ten-foot fatass across the battlefield is, it also makes the bruiser insanely fast and is the only way for Ogres to get something flying in their army.
  • The Magnificent: Ogres who performed particularly extraordinary feats can take on "Big Names" in addition to their given ones — an Ogre who climbed a high, difficult peak may become known as Mountaineater, for instance, while one who brings down a giant may earn the name Giantbreaker and a Tyrant who got where they are by killing and eating a blood relative will be known as Kineater.
  • Mercenary Units:
    • In 6th edition, where all armies (other than Bretonnia) can hire Dogs of War as Rare choices, the Ogre Kingdoms armybook had four units (Ogre Bulls, Ironguts, Leadbelchers, Maneaters) marked as Dogs of War, letting you take them in other armies in the same fashion.
    • While the Ogre Kingdoms are not present as a faction in The Old World, Badlands Ogre Bulls may be taken as Mercenaries in any army list that includes a Mercenaries category.
  • Might Makes Right: Inasmuch as there is a system of morality in Ogredom, it probably runs on this, albeit with more of a pragmatic streak than the Warriors of Chaos or the Orcs & Goblins.
  • Monstrous Cannibalism: Due to their near insatiable hunger, Ogres will never let any food go to waste and are more than willing to eat other Ogres, particularly those they defeat in a challenge.
  • Moody Mount: While certainly size-appropriate for Ogres, Mournfangs do not like being ridden. The taming process for a Mournfang mount is as follows: 1. The Ogre climbs onto the Mournfang's back. 2. The Mournfang starts bucking wildly to try and force them off. 3. The Ogres starts bashing the Mournfang on the head to make it stop. 4. The Mournfang either successfully throws the Ogre off (in which case the process starts over) or loses the will to fight back due to the repeated head trauma.
  • The Morlocks: Gorgers are Ogres who were abandoned in caves as children. Due to having been left all their lives in dark, food-starved conditions and with no contact with other intelligent beings, they become savage, bestial creatures with sickly pale skin and viciously carnivorous attitudes. Ogres mostly leave them to their caverns, but during times of war sometimes lure them from their lairs with offerings of meat and set them loose onto their opponents.
  • Mountain Man: Ogre Hunters are solitary individuals who leave their native tribes to walk the peaks, hunting beasts alone that even a group of ordinary Ogres would have trouble with, and learning to survive the harsh Mountains of Mourn on their own. Bonus point for actually wearing fur instead of cloth.
  • Ninja Pirate Zombie Robot: Maneater mercenaries tend to adopt the clothing and weaponry of the areas they have repeatedly hired themselves out to. This means you can find everything from pirate ogres to samurai ogres if you just go to a place where their former inspirations hired them.
  • Offing the Offspring: Ogres gain control of their tribes by beating the previous Tyrant in a one on one duel. Given that Tyrants are the biggest and strongest of ogre society, and thus sire the strongest offspring, a successful Tyrant has often killed plenty of their own offspring to remain in power.
  • Our Giants Are Bigger: Ogres sometimes enslave the Giants of this world to fight for them. Which is dripping with metaphor when you consider that ogres destroyed the giant civilization and massacred their ancestors.
  • Our Ogres Are Hungrier: Much hungrier. It borders on a pathological and magically-induced affliction. It is the Great Maw who infused the Ogres' minds with their famed hunger. In the early ages of their race, they didn't have this obsession.
  • Overly Long Name: Overlapping with Red Baron, Ogres give themselves more and more names as their personal importance rises. Some Ogre Tyrants eventually get to the point they recruit special gnoblars just to remember them all. Of course, as Ogres rarely understand what they're calling themselves, they'll often incorporate rather silly names.
  • Panthera Awesome: Sabretusks, saber-toothed tigers the Ogres use as war beasts.
  • Pirate Parrot: The pirate-themed Maneater model has a Gnoblar wearing a parrot costume sitting on the ogre's shoulder.
  • Pistol-Whipping: Leadbelchers arm themselves with cannons bought, scavenged or stolen from other races, which they're large and strong enough to wield two-handed as personal firearms. Should the enemy come too close to shoot at, Leadbelchers are perfectly capable of swinging their cannons around like giant metal clubs.
  • Playing with Fire: The 8th edition army book gives them Firebellies, fire-breathing Ogres who somehow gained the ability to cast spells from the Lore of Fire by worshipping a freaking volcano.
  • Power Fist: Ogre largely use Ironfists, consisting of covering a hand and wrist in metal to act as a gauntlet and shield at the same time. On the tabletop it gives Ogres a bonus in armor saves and parries.
  • Power-Up Food: Gut Magic is based on the Butcher eating some kind of food and channeling a portion of the Great Maw’s strength through the pious act of eating to cast various spells.
  • Pragmatic Villainy: Ogres are either villainous or ambiguously neutral at best, but have entirely materialistic concerns (food and maybe wealth) so they do know when it's best to actually not go overboard while invading, since they'll then be able to extort further payment again and again in order to not invade once more.
  • Primal Stance: The bestial, savage Gorgers are usually shown standing deeply bent over, often resting their weight on the knuckles of their long arms.
  • Primitive Clubs: The Ogres' most common weapons are giant clubs, going from bare tree stumps for the impoverished to ones covered in metal and spikes or topped with giant stones for added impact, which take full advantage of their owners' immense strength without requiring training or dexterity that Ogres have neither skill nor patience for. Ogres like their clubs a lot, so they will only eat them when desperate.
  • Private Military Contractors: This is their other major racial hat. Ogres do this both as a tribe and as individuals as it's a good way to find something or someone to fight, kill and eat them then get paid for it so they can buy more food or improve their equipment so they can do the whole cycle more effectively. Their physical traits make them ideal for the role, even down to practically anything being edible to them. Many Ogre Maneaters establish long and prosperous careers that make them legends among their kind when they return home.
  • Rhino Rampage: Rhinoxen are used by the Ogres as beast of burdens, despite being mean-spirited and charging people a lot if they get too close. Games Workship flirted with the idea of allowing Rhinox Riders as the ogre's cavalry unit, but replaced them with Mournfangs instead.
  • Sapient Eat Sapient: Ogres generally have few qualms about eating other people — and some will even go so far as to eat other Ogres.
  • Scaling the Summit: A notable feat for Ogres, who can gain the title of "Mountaineater" if they do so. It signifies they are extremely tough which translates as any hit being unable to wound them better than a 3+ roll, which can make a difference against cannonballs.
  • Share the Male Pain: Ogres have a similar emotional reaction to disemboweling wounds, for the simple reason that an Ogre's gut is so huge that a disembowelment is a slow, agonizing death that they simply cannot fix or recover from.
  • Snowy Sabertooths: Sabretusks are huge cats native to the frigid peaks of the Mountains of Mourn and are used by ogres as hunting animals. Unlike most depictions of sabertooth cats, their tusks are on the lower jaw.
  • The Squad: Maneaters gather into small squads of Ogres, working around the world as mercenaries whose fighting style varies wildly between Ogres. It is best represented by the Maneaters' ability to kit individual models instead of choosing a standard equipment for the whole unit, and the Motley Crew rule forcing players to manage the wounds each individual Maneater has like characters.
  • Stout Strength: Ogres are very fat but very strong. All Ogres have a minimum of Strength 4.
  • True Sight: The Rock Eye Enchanted Item is a pebble from the rim of the Great Maw that an Ogre has hammered into his socket to replace his original eye. These pebbles have absorbed some of the power of the Ogre god and allow the bearer to see the unknown, allowing them to reveal the presence of hidden enemy models, and force his opponent to reveal any magic items a unit or character may be carrying.
  • Unbreakable Bones: Stonehorns have skeletons fused with bits of stone, making them extra tougher. Their Stone Skeleton rule halves the effects of Multiple Wounds.
  • Use Your Head: Stonehorns are known for a violent temperament and their tendency to charge anything, crushing them under their mass or ramming them with their sturdy stone-hard skulls. In game, the Stonehorns have the Earth-shattering Charge which grants them 3D3 Strength 6 Impact Hits on the charge.
  • Villainous Glutton: Ogres, as a rule, tend to be nasty, brutish and fat. Their habit of devouring anything they can fit down their gullets seals the deal.
  • Walking Shirtless Scene: Most Ogres leave their fat chests exposed, not being sophisticated enough to bother with this kind of clothes, and they prefer to only shield their stomachs anyway. The only exceptions to that rule are the Butchers who wear an apron but it doesn't cover much.
  • Walking the Earth: Ogres are nomadic and their constant hunger for pretty much anything can make them all too willing to fan out and see what the world has to offer their bellies. Their hardiness and capacity for violence definitely solves the livelihood issues with this trope for human beings.
  • War Elephants: Thundertusks border on this, being large, mammoth-like beasts used in battle by the Ogres.
  • Weapons Kitchen Sink: Maneaters are armed with a variety of weapons that they have picked up in their travel, including flails, hammers, scimitars and large ninjatō. The model for the pirate-costumed Maneater even wields a large rusted anchor.
  • Whatevermancy: Gastromancy, also called Lore of the Maw or Gut Magic, is an unique magic discipline reliant on the connection that Ogres have to the Great Maw. By eating specific ingredients like a Troll’s intestines, a Butcher can call to him a portion of magical energy and then cast spells.
  • Wild Child: Gorgers are basically this, Ogres who were abandoned as babies in caves full of hostile wildlife and other abandoned Ogres and who managed to reach adulthood despite the odds. They are considerably more savage and bloodthirsty than the average Ogre, with whom you could at least negotiate with.
  • Worthless Yellow Rocks:
    • Ogres don't put much value on gold — you can't eat it, and it doesn't make good armor or weapons. They do hoard it, but mostly to trade it with other races in exchange for actually valuable stuff when they don't feel like fighting, like weapons or food.
    • On the other side of the spectrum, they highly value iron. This is because with gold you'd have to trade it to someone for food or some necessity and lose the gold. With iron, you can make a weapon, bash the other guy over the head, then take the food or necessity and still keep the iron.
  • Yellow Peril: Ogres are often drawn to resemble giant Asians, have a very Hordes from the East flavour to them and are led by Greasus Goldtooth who might as well be called "Jabba the Hun". The worst aspects of the trope have been downplayed as more Ogre models have been introduced (including the current one for Greasus) that do not possess near as many Asian features.
  • Zerg Rush: The Ogres did this to the Sky-titans who lived on the peaks of the Mountains of Mourn. Despite their reduced numbers, the Ogres were hundreds for every Titan, who all lived alone and isolated in their castles. Thus the Ogres eventually killed most of them.

    The Great Maw 
https://static.tvtropes.org/pmwiki/pub/images/great_maw_gutplate.png
A gutplate depicting the Great Maw.

The Ogres' god and bane, the Great Maw is a vast, tooth-lined pit that lies at the edge of the irradiated wastes that separate the eastern reaches of the Mountains of Mourn from distant Cathay. The Maw is the central focus of the Ogres' primitive religion, and they worship it through great acts of feasting and by throwing meat into stake-lined pits in the ground. The Maw also exerts a constant psychic pull onto the Ogres, driving them to undertake long, dangerous pilgrimages to where it lies. Few return, and those that do come back changed.


  • Abstract Eater: The Maw's hunger is as indiscriminate as it is vast. Maw-seeking pilgrims stand a real risk of having parts of their personalities eaten away, represented by Ogres with the Mawseeker Big Name having the Stupidity rule.
  • Antlion Monster: It resembles a great gaping hole the size of an inland sea, lined with fangs and rippling muscle, and it can try to suck in anything near it, causing winds that the huge Ogres themselves have trouble resisting.
  • Bottomless Pits: Those few Mawseekers who return from their pilgrimage claim that the Maw is completely bottomless — just endless rings of teeth going down, down, down. A few especially far-travelled Ogres claim that this goes to its logical conclusion and that there's a twin opening at the other end of the world, the Maw having bored its way clear through the planet, but most dismiss such claims.
  • Eldritch Abomination: The Great Maw manifests as a seemingly endless, fleshy pit lined with fangs and burrowing into the ground to unknown depths, is defined by an unceasing, all-consuming hunger that it imprints onto those that worship it, and is said to have been carried by a star that fell from the sky.
  • Mega Maelstrom: Far-traveling ogres claim that the Maw has a twin opening at the other end of the world in the form of a tooth-lined whirlpool that constantly swallows the ocean and devours any unlucky ships that stray nearby.

    Gnoblars 
https://static.tvtropes.org/pmwiki/pub/images/gnoblars.png

Gnoblars are a race of Goblin relatives that arose in relatively recent times — that is, a few millennia in the past — in the lowlands surrounding the Mountains of Mourn. Lacking other Greenskins to hang around, their physical weakness made them highly vulnerable to the various ferocious creatures they shared their homes with. When the Ogres finished their westward migrations, the Gnoblars took to hanging around them for protection — by chance, their meat is one of the few kinds that Ogres find too foul-tasting to consume outside of emergencies. A symbiosis of sorts formed that endures to the modern day — the Gnoblars act as lackeys, gofers, servants and cannon fodder for the Ogres, who in return allow them to shelter in and around the relative safety of their camps and mostly don't eat them.


  • Butt-Monkey: The Gnoblars' descriptions almost invariably focus on emphasizing their weakness, cowardice, stupidity and ineptness, on their constant comical abuse at the hands of the Ogres, and on how they almost invariably meet their ends by dying in droves in battle, being eaten or sat on by an Ogre, or just being done in by their own idiocy.
  • Cannon Fodder: Gnoblars aren't expected to stay in battle for more than a while before routing or dying, much less achieve anything useful, and their main roles in battle are consequently to blunt the charge of enemy forces and to soak up missile fire. This is represented by their having the Beneath Contempt rule, meaning that Ogres (and other Gnoblars) won't receive morale penalties if Gnoblar units flee or are utterly destroyed — that's just what they expect will happen anyway.
  • Cower Power: When they at all have a choice in the matter, the Gnoblars' preferred method of fighting is to cower behind an Ogre while making aggressive noises at the enemy.
  • Follow the Leader: In-Universe. Gnoblar society is based on that of the Ogres, with a Gnoblar's position and job description depending on the rank of the Ogre who marked them as a pet (if any). The pet of a Tyrant is in charge of the Gnoblars of a tribe and the pets of Bruisers and Ironguts are his enforcers; the pets of Hunters serve as Trappers who assist their masters with hunting; the pets of Slaughtermasters and Butchers are basically assistant chefs who gather up food for their masters to cook, even on the battlefield; the pets of Maneaters follow them around and can become mercenaries alongside them; the pets of Leadbelchers light their masters' cannons for them; finally, the pets of Ogre Bulls are either fighters for the ogres or bullies who pick on Gnoblars smaller than them. Gnoblars who have no master can only expect a life on the outskirts of Gnoblar society and an eternity of service as a menial laborer until the day he is marked by an Ogre.
  • Killer Rabbit: Don't let their Ugly Cute look fool you. If left on their on devices, gnoblars can be as sadistic as their Goblin cousins.
  • Improvised Weapon: Gnoblars fight with whatever objects they can get their hands on on short notice, and as such Gnoblar mobs are typically seen going to battle wielding ragtag assortments of spear tips, rusted daggers, wooden legs, animal teeth, broken bottles, pointy sticks and the like. Their missile weapons likewise consist of whatever heavy, sharp or prickly things they can scrounge up in a hurry — rocks, sharpened horseshoes, hedgehogs and so on.
  • Our Goblins Are Different: Gnoblars are small and weedy even by Goblin standards, and have big honking noses for their size. Because of this, they are dependent on the Ogres for protection, and in return they are essentially a Slave Race to the Ogres. White Dwarf #310 describes two additional kinds in the red- to brown-skinned Blood Gnoblars, which live in the high peaks of the Mountains of Mourn, have exceptional hearing and are skilled trappers, and the bluish-grey Boglars, who lead reclusive lives within swamps.
  • Slave Race: The Gnoblar are slaves to the Ogres, which is better than it sounds because they are so weak that even Goblins would beat them in a fight so their proximity to the former serves as an indirect protection and Ogres actually don’t eat them that often because they taste bad. They have the Beneath Contempt rule causing the Gnoblars to never trigger Panic if they are routed, so meaningless they are.
  • Storm of Blades: The Gnoblar Scraplauncher is a catapult not launching rocks, but heaps of scrapped weapons from past battlefields that the Gnoblar could actually carry. While the projectiles' Strength is weak, they possess the Killing Blow rule.
  • Zerg Rush: Gnoblars, due to their individual weakness and very poor gear, rely on sheer numbers to overwhelm their enemies with tides of biting, stabbing figures.

The Brawniest Ogres this side of the Old World's Edge

    Greasus Goldtooth 
https://static.tvtropes.org/pmwiki/pub/images/warhammer_greasus_goldtooth.png

Born as one of the many whelps of the infamous Gofg, Tyrant of the Goldtooth tribe, Greasus proved his strength and ambition to be superior to his brothers by growing up to kill and eat his father, taking his place as the Tyrant of the Goldtooth tribe. His ambition grew, and he set out to conquer all of the over Ogres, becoming the first Overtyrant in many, many years. Even though he has now achieved his goals, his ambitions remain unsated.


  • Acrofatic: In his youth, he was apparently spry enough to get behind his father and jump on his head right after a challenge was declared. This is how he became the Tyrant of his tribe.
  • Adipose Rex: Greasus is the heavyweight champion of fat monarchs both figuratively and very literally.
  • Asskicking Leads to Leadership: While his unusual intelligence plays a role in cementing his place, it was his ability to beat the crap out of any dissidents that led him to the position of Overtyrant. Even after becoming too obese to even move unassisted, Greasus still remains Overtyrant because he's the strongest Ogre alive.
  • Bling of War: Greasus' diamond-studded golden Sceptre of the Titans, which both serves as a sign of his authority and as his weapon. Add his crown, multiple jeweled necklaces, jeweled belts, and gold-studded pants to the mix and Greasus goes into every battle wearing a fortune. His followers take their cues from him, and his legions of Ironguts decorate their armour and gutplates with precious metals and gemstones.
  • Carry a Big Stick: Wields the golden Sceptre of the Titans, a formal sign of his title and a handy mace on the battlefield. It lets him clobber large and powerful creatures like Bloodthirsters and Dragons thanks to a neat Strength 10 and Multiple Wounds rule.
  • Cool Crown: Greasus wears the Overtyrant’s Crown, a basin-sized crown bought at a king's ransom that increases his intellect. It also give Greasus a Ward Save and makes his unit Immune to Psychology.
  • David vs. Goliath: Downplayed, but one of Greasus' early battles in his quest to become the Overtyrant included fighting a larger and older Tyrant, Gut Badmouth. Greasus killed his opponent by jumping into the fighting ring and slamming his own gut on top of his opponent's head, breaking his neck.
  • Does Not Like Spam: According to Storm of Magic, the only thing he's ever eaten that he doesn't want to eat ever again is a cockatrice. Of course, in this case the "spam" is a creature that can kill you with one look.
  • The Dragonslayer: Greasus gained the moniker "Drakecrush" by slaying the great Ice Drake Jaugrel.
  • Every Man Has His Price: Actually the name of one of Greasus' special rules — specifically, his ability to force Stupidity tests by bribing enemy units near him.
  • Evil Cripple: A self-inflicted variety. Greasus is so fat he can no longer walk under his own power and has to be carried by a small army of Gnoblars. Rather than admitting weakness, Greasus spun this as a sign of his grand stature in Ogre society, claiming to be too rich and Too Important to Walk.
  • Fiction 500: Greasus is one of the richest beings in the setting, extorting tribute from not only the other Ogre Tyrants but from almost every other creature that lives in or travels through the Mountains of Mourn. His comparative wealth is even greater, since the Ogre grasp of monetary value isn't fantastic and his troops consequently come cheaper than those of greater political bodies like the Empire.
  • Gemstone Assault: Greasus' Sceptre of the Titans is studded with gems and is his main weapon.
  • Genius Bruiser: Comparatively. Greasus' near-human intelligence enables him to devise basic tactics that would elude most Ogres. This allowed him to conquer his own kind and makes him very dangerous to humans who underestimate the intelligence of the race. He's also one of the largest Ogres in the world, and once knocked a Black Orc over the horizon with one swipe of his sceptre before crushing the attacking Warboss with his bare hands.
  • Gold Tooth of Wealth: Greasus Goldtooth, Overtyrant of the Ogre Kingdoms, gets his name from his insatiable love for gold. Some of his teeth have been replaced with gold and his highest ranking Bruisers all remove one tooth and replace it with a golden one as a sign of their respect and loyalty to him.
  • Greed: Even more than his gluttony Greasus is defined by his greed. He loves gold, jewels, and other signs of material wealth, and turned them into symbols of his exalted status among the Ogres.
  • The High King: Greasus is "Overtyrant", making him the tributary leader of all the other Ogre Tyrants in the Mountains of Mourn.
  • It Can Think: Thanks to his Overtyrant's Crown, his intelligence is almost at the level of a human. For an Ogre, that's impressive.
  • Mighty Glacier: Greasus is the physically mightiest and toughest of the Ogres. The problem is that he's also the fattest and must now be carried by Gnoblars everywhere, making his movement a measly 4 compared to the rest of the Ogres' 6.
  • Patricide: Killed and ate his father to take his place as Tyrant of the Goldtooth tribe.
  • Punny Name: His first name, Greasus, is both an obvious reference to how greasy he is, but also a Shout-Out to the legendarily wealthy King Croesus.
  • Refuge in Audacity: His first act after becoming Tyrant of the Goldtooth tribe was to meet with Zhao Ming, the governor of Cathay's western provinces. At the start of the meeting, he made a joke about how he and Zhao, one of the sons of Cathay's Dragon Emperor, both had difficult relationships with their fathers. While the Cathayan retinue was offended by such a blasphemous remark, Zhao sat in silence for a moment before howling in laughter, whereafter the two set up an agreement that Cathayan merchants would be allowed to enjoy the protection of the Goldtooth tribe's roads in exchange for trade tarrifs.
  • Screw the Rules, I Have Money!: To the point it's one of his special rules; he is so fantastically rich he can offer such high bribes to enemy units that it will potentially throw them off the battle. This even applies to undead mooks and daemons, creatures that have no need for money.
  • Too Important to Walk: Goes to battle carried by a carpet of grunting, straining Gnoblars. This isn't just because of his opulence either; he's grown too fat for his own legs to support him.
  • Try to Fit That on a Business Card: "Tradelord Greasus Tribestealer Drakecrush Gatecrasher Hoardmaster Goldtooth the Shockingly Obese, Overtyrant of the Ogre Kingdoms".
  • Worthless Yellow Rocks: One of the few Ogres who averts this; Greasus has come to understand how valuable gold is to other races and not only hoards it for trade purposes, but also as a sign of his own political power and social status. His tribe has come to understand this, and gold and other precious metals are often worked into their armour.

    Golgfag Maneater 
https://static.tvtropes.org/pmwiki/pub/images/warhammer_golfag_maneater.png

The most legendary of all the ogre mercenaries, so much so that the term "Maneater" has come to mean any ogre who leaves their homelands to go a-wandering or become a sellsword.


  • Dual Wielding: Both Golgfag's 5th and 8th Edition models wield a pair of brutal close combat weapons. Both versions hold a large mace in one hand with the other holding a cleavernote  or a scimitarnote .
  • Easy Come, Easy Go: An actual rule exclusive to him. Golgfag is known for having gained and lost so much wealth it has become one of his trademarks. In game, he will be allowed a random number of points (by rolling two dice and multiplying the result by 10) to buy generic magic items. On a lucky day, Golgfag may stroll the battlefield with a Giant Blade and Armour of Destiny, but the next time may only have a Spellshield. This implies that Golgfag finds and loses powerful equipment on a daily basis.
  • Heterosexual Life-Partners: With Skaff, his oldest companion. How much does Golgfag like him? He didn't eat all of him when they were thrown into a dungeon, only his leg.
  • Living Legend: Golgfag is a celebrity whose life is perhaps the most colorful of all, and we're talking about a world where several characters have lived for thousands of years. He's looted Ulthuan, been decorated by Karl Franz in person, seen Skavenblight and lived to tell the tale, drunk more of Bugman's famed XXXXXX brew than any Dwarf has seen, and so on. This earned him a worldwide reputation, and he is treated as a Trusted Ally in all alliances possible.
  • The Münchausen: Golgfag just loves to boast and brag about his exploits. However, he's capable of backing up at least some of them.
  • Once Done, Never Forgotten: Golgfag earned the name "Maneater" when, during one of his stints as a mercenary, he settled a dispute with his human paymaster by eating him whole and just walking away with the pay-chests. Suffice it to say, the name annoys him, as he grumpily corrects anyone who assumes otherwise, he is not a Picky Eater; he'll eat anything when he's hungry, not just humans.
  • Thrown Down a Well: Golgfag once robbed Ungrim Ironfist of his treasure, earning him an eventual trip to a cell full of prisoners to be forgotten about. When Ungrim eventually checked on him, Golgfag had eaten everyone, impressing Ungrim enough for the Slayer King to order his release.
  • Trademark Favorite Food: Halflings. Golgfag will eat anything and everything, but he has a special fondness for halfling meat that he developed while campaigning in the Empire.
  • Ur-Example: Of, you guessed it, Ogre Maneaters, who are named in his honour.

    Bragg the Gutsman 
https://static.tvtropes.org/pmwiki/pub/images/warhammer_bragg_the_gutman.png

A wandering rogue feared and hated throughout the Ogre Kingdoms, even as his natural expertise for killing commands respect.


  • Cruel and Unusual Death: Executes his victims by disemboweling them, which is one of the most horrific deaths an ogre can experience. If he wins a duel in game, it means he's killed someone in his typical gruesome manner and the enemy unit is Disrupted automatically as a result.
  • The Dreaded: Ogres fear Bragg to the point he can never become a Tyrant in his own right; they're too scared to stick around and obey him.
  • Eerie Pale-Skinned Brunette: Bragg is quite pale for an Ogre, and adding in his black hood, it gives him a terrifying aura.
  • Exotic Weapon Supremacy: Bragg is one of the most feared Ogres of the Mountains of Mourn especially because of his strange hooked polearm the Great Gutgouger, which can bypass the gut-plate every Ogre wears.
  • The Friend Nobody Likes: Even his allies doesn’t like being around him, courtesy of his reputation, besides, Bragg always ends up fighting, and killing, some of them. The only reason any ogre can stomach his presence is because Bragg is so good at what he does.
  • Gone Horribly Right: He wanted to become the most feared ogre Tyrant that the world has ever seen. And his brutal tactics worked very well to do so. It's just a shame that he became so damn scary for the vast majority of ogres that almost any potential ally or underling will flee at the mere sight of him, leaving him without a proper kingdom of his own. Even when he has to fight alongside other ogres when hired by another Tyrant, his temporary comrades on the battlefield keep away as far from him as possible.
  • Hooks and Crooks: Bragg wields a polearm on which is chained a giant sharp hook named the Great Gutgouger. In game it grants Bragg +1 Strength and Heroic Killing Blow when in a duel.
  • In the Hood: Wears an executioner's hood to add to his terrifying countenance.
  • Psycho for Hire: Bragg cannot rule a tribe of his own due to his dread reputation, so Bragg sells his services to whatever tribe whose territory he wanders into, both to cash in and sate his bloodlust.
  • Reforged Blade: The Great Gutgouger was reforged in the Fire Mouth out of the blades of a Black Orc Warboss.

    Skrag the Slaughterer 
https://static.tvtropes.org/pmwiki/pub/images/skrag_the_slaughterer.jpg
"You don't want to look 'im in the eye Bolgut, trust me on that. I saw 'im at the Battle of Blood Rock and it weren't pretty. Skrag was all whirlin' cleavers, surrounded by a red mist. Chunks of flesh and bone were flyin' everywhere. 'E went through them Elves like a Sabretusk through a bag of Gnoblars. Spears was breakin' on his skin like 'e was made of rocks. All the while those Elves was screaming and 'e was choppin'em up and chuckin' the bits of their bodies into 'is pot. That was when the Gorgers arrived, dozens of 'em. Sniffin' and gruntin' as they followed 'is scent. Then the real slaughter started."
Gorg Three-fingers, Ogre Maneater

Once Slaughtermaster to the Tyrant Bron Rockgrinder of the Rockgrinder tribe, Skrag committed a grievous error when he accidentally cooked Bron's favorite Gnoblar and served it to his master for dinner. Outraged, the Tyrant had Skrag's hands lopped off, chained Skrag's cauldron to his back, and hurled him into the dreaded caverns where the Gorgers were banished. Undaunted, Skrag stopped his bleeding by jamming a cleaver handle-first into each stump and wandered off into the darkness, killing every Gorger he fought until he cowed the beasts and used them to lead him back to his former tribe, where Skrag slaughtered them all, an act he knew brought great pride from the Great Maw.


  • The Archmage: Skrag is the most infamous of the Slaughtermasters, which are both archmages and lethal chefs for the ogre tribes.
  • The Berserker: Skrag has the Frenzy rule, and his particular rules encourages him to seek close-quarters combat to benefit as much as possible from the blessings of the Great Maw.
  • Blade Below the Shoulder: After his hands were cut off, he jammed cleavers into the stumps and uses them to slice 'n' dice his victims.
  • Chained by Fashion: He is chained to his cauldron.
  • The Dreaded: Skrag is even more fearsome than the usual ogre, let alone a Butcher, as even Tyrants fear him. Given his Prophet status this is no surprise. To top it off, one of his abilities allows his Gorgers to get even scarier as their master mows down opponents.
  • Handicapped Badass: He has no hands, and he has a ridiculously huge, solid iron cooking pot chained to him by means of hooks embedded in his back. Yet he fought his way through the Gorger-infested caverns, killing everything in his path and ripping the Alpha Gorger's throat out with his teeth. And then he broke free and kept on going...
  • Healing Factor: Skrag can easily gain the Regeneration rule by killing at least one enemy model.
  • Klingon Promotion: When thrown down a pit full of Gorgers, Skrag managed to kill the strongest of them and asserted himself as their leader from this point on.
  • Magic Cauldron: The Cauldron of the Great Maw is a cauldron which the Great Maw has accepted as a privileged place of offering. The more models Skrag kills, the more flesh he puts in the cauldron and he as well as his Gorgers are buffed significantly as a result.
  • The Power of Hate: One of Skrag’s abilities, that activates as he kills opponents, makes him hate all enemies, which turns him into an even more dangerous killing machine.
  • Red Baron: Prophet of the Great Maw, the Gore-Harvester, the Maw-That-Walks.
  • Religious Bruiser: He is the chosen Prophet of the Great Maw practically makes Skrag a very religious individual and he is directly charged with seeking out battles and slaughter as many as possible in the name of his starving deity!

    Ghark Ironskin 
https://static.tvtropes.org/pmwiki/pub/images/ghark_ironskin.png

Ghark Ironskin, the Tyrant of the Ironskin tribe, is notable for three particular traits: his obsession with iron, iron weapons and iron armor; his fearsome mechanical steed; and his close alliance with the Chaos Dwarfs, to whom he trades captives in exchange for metal goods.


  • Battle Trophy: Ghark is in the habit of taking pieces from the armor of defeated foes and adding to his own, and his current armor is composed of a piecemeal of such trophies taken from hundreds of different enemies.
  • Childhood Brain Damage: When Ghark was still a whelp, his father grew annoyed at how slowly he ate and hit him over the head with his iron-banded war club. One of the nails remained lodged in Ghark's cranium, where it remains and rusts to this day, and is rumored to be the origin of his obsession with iron.
  • Horns of Villainy: He's one of the most wicked and cruel Ogre tyrants, eschewing the normal mercenary mindset of the Ogres for a much more violent approach to diplomacy and routinely selling slaves to and doing business with the evil Chaos Dwarfs, and sports a helmet adorned with a large pair of horns.
  • Horse of a Different Color: He originally rode a Rhinox, a primordial rhinoceros-like beast. After his original steed was killed, he was given a replacement steed by the Chaos Dwarfs in the form of a great mechanical Rhinox, which is rumored to be haunted by a Daemon.
  • Morality Pet: Literally, in this case. Ghark seems to have had some genuine fondness for his original Rhinox steed, Bladehorn, and never forgave the Bretonnian knights that slew him ever after he killed and ate them all.
  • Tin Tyrant: He's a warlike and brutish tribal overlord who clads himself head to toe in thick iron armor.

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