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Speculation time - how much would it take for (example) Gutbusters Tome to be successful


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9 minutes ago, EccentricCircle said:

Interesting. I was one of the other people who submitted that assignment last year, and came up with some similar ideas, albeit taking them in a radically different direction. I'll post my version, but I can't figure out how to add the spoiler/hidden contents stuff at the moment?

Its the picture of the eye on the second line of tools when posting, far right. 

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I think the main thing (aside from rules) holding Gutbusters back as a marketable faction is not having a single plastic hero kit.

Several factions so far this year have gotten a new plastic hero with their new book, that's the bare minimum I'd expect from a Gutbuster release.  We do have a rumor engine hinting in that direction already.

 

 

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I'm not an ogors player in any capacity, but I would love to see a more AoS rebranding of ogors that goes all in on the ogors obsession with eating. A "devouring Horde" battletome or something like that that umbrellas the existing ogor factions like gloomspite. The terrain piece could be a big cauldron or representation of the great maw and the endless spells could be representative of the everwinter or whatever it's called that follows the beastclaw raiders. I feel going all in on a theme like this could drum up hype and make them stand out more against other factions with equally crazy themes like fish aelves. Throw in the obligatory new plastic hero that every non AoS unique tome gets and it'll make for a decent sell, at least for the several players in my area still clinging to their ogors.

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By the concerted fact that both the Game Designer interviews and Background Writer interviews focused on the development of the Gutbuster faction may well indicate they are now  being worked on but are good signs that uptil june last year they were not yet under development.

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Here's the gutbusters allegiance I came up with last summer then. never got a chance to playtest since its not a faction I play.

Spoiler

Battle Trait: The Cycle of Hunger

 

Gutbuster Ogors  tends to think with its stomachs. How recently they last ate will dictate how proficient they are in different areas of combat. At the start of a battle most ogors are ravenously hungry; after all it’s been at least a minute since they last ate. They then go through alternating cycles of hunger and digestion as the battle progresses.

 

 

 

For each round that a Gutbusters unit doesn’t kill and eat an enemy their hunger grows worse, making them ever more dangerous. The effects on the three rounds of hunger are cumulative. However they are lost once the digestion phase begins and vice versa.

 

 

Hunger

 

Round 1 Hungry:

All Gutbusters go into battle with their stomachs rumbling, it’s just their natural state. This means that they generally set out to find something to snack on almost straight away.

 

 

 

Hungry Gutbusters units always attack first in the combat phase.

If they succeed in wounding an enemy unit then they progress to the first round of digestion as described below. If they do not then they become very hungry.

 

 

Round 2 Very Hungry:

 

 

If a group of ogors doesn’t kill and eat anything soon then their hunger only grows greater. Discontent spreads through the troops, which fight with added vigour in the hopes of snagging a tasty morsel to snack on.

 

 

 

If a Gutbusters unit doesn’t wound an enemy model in the first round then they become very hungry. A very hungry Gutbusters unit both attacks first and also rerolls wound rolls of 1.

 

 

Round 3 Ravenously Hungry:

 

The longer Gutbusters go without eating the more ravenous their hunger becomes. If their opponents obstinately refuse to die, then the rumbling of the ogor’s bellies echoes from the crags of nearby mountains. They slash about them with reckless abandon, in the hopes of securing their next meal.

 

 

 

If a Gutbusters unit goes for a third round without wounding an opponent then they are driven nearly wild with hunger. A ravenously hungry unit gains -1 rend on all of its attacks in addition to attacking first and rerolling wound rolls of 1.

 

 

This phase ends as soon as the unit successfully wounds an opponent, as gobbets of meat are passed around and the ogors set about the important process of Digestion. If the poor ogor has still not eaten anyone after three rounds then they go back to round 1, albeit with a really rotten mood.

 

 

Digesting:

A Gutbusters Ogor who has just eaten becomes less frenzied in its attacks. At this point it mainly just wants to sit down and digest in comfort. Unfortunately this tends to be quite difficult to do on a battlefield. Ogors in the grip of digestion have the advantage that they tend to be quite difficult to injure. Ogors believe that this is because they can absorb the strength of whatever they just ate to shrug off even life threatening wounds. Others observe that it becomes harder to land a wound when your opponent is constantly belching in your face.

 

 

 

Round 1 Digestion:

The agitated rumbling of ogor bellies is replaced with a contented gurgling, and their frenzied attacks cease. A digesting ogor becomes less keen to take the attack to the enemy, but will happily defend himself against those nearby. 

 

 

 

On the first round of digestion a Gutbusters unit rerolls save rolls of 1.

 

 

A Gutbuster who is wounded despite this resilience will suddenly discover it is hungry again, or possibly angry, ogor’s can’t really spell, so have trouble telling the two states apart. Either way it will want to eat whoever just hit it.

 

 

 A Gutbusters unit which has been injured goes back to round one of hunger and the cycle repeats. A Gutbusters unit which is unmolested while digesting will gain even more fortitude, and progress to a state of contented belching.

 

 

Round 2 Belching:

 

During the final stages of digestion a gutbuster is surrounded by a haze of noxious gasses, which they add to with great vigour. This is the point at which an ogor is most content, and generally thinks themselves invincible. It is also the stage at which it is most difficult for enemies to assail them.

 

 

 

Whenever a Gutbusters unit takes a wound during this round roll 1d6. On a roll of 5+ that wound is negated.

 

 

After two rounds of digestion an ogor will become hungry once more, at this point they go back to the start of the cycle, and set off in search of someone else to eat.

 

 

 

 

 

Command Traits

 

 

 

 

Got some Guts

 

Great heroes of the Gutbusters are said to have “got some guts”. Ogors are rarely figurative; their tyrants and butchers are the fattest of the tribe. Gutbusters will often rally to a gutsy hero, even in circumstances when they would otherwise break. In addition to their own gut, an ogor butcher will often carry some additional entrails to snack on during the battle, and some tyrants are known to do the same. If the general sees a unit about to flee then he can throw them some spare guts, galvanising their courage, and giving them a tasty snack to munch on.

 

 

 

In the battleshock phase, pick a Gutbusters unit within 14 inches of the general; they may make a battleshock test as though they had their chief’s bravery characteristic. 

 

 

Big Eater

 

This hero of the Gutbusters has a truly legendary paunch, giving him an added layer of blubber to dampen all but the strongest attacks.

 

 

 

Increase the general’s wounds characteristic by 2

 

 

Go with your Gut

 

 

 

Ogors are known for thinking with their stomachs, and this general is no exception. He will charge headlong into battle without worrying about any of that pesky strategy stuff. Gutbusters respect a chieftain who “goes with his gut” and will happily charge headlong into battle at his direction, even if he doesn’t seem to be coming with them…

 

 

 

At the start of the movement phase, pick a Gutbusters unit within 6 inches of the general, they may immediately charge and attack a nearby enemy unit.

 

 

Legendary Hunger

 

This general is known for being particularly hungry, even by Gutbuster standards. He is constantly eating, and gets extremely grouchy if he goes more than a minute or two without food.

 

 

 

If the general doe not wound an opponent in the combat phase he may immediately attack again.

 

 

Favoured of the Maw

 

This hero has been blessed by that aspect of Gorkamorka known as the Great Maw. This divine power takes many forms; some ogor chieftains have been known to sprout a second mouth in their belly, which eats the swords of those who try to harm them. Others are just surrounded by such a noxious stench that their foes cannot easily land a blow.

 

 

 

Reduce the rend characteristic of all attacks against this hero by one, to a minimum of “-“

 

 

Fee-Fi-Fo-Fum!

 

 

 

This general has a particularly fearsome reputation among friend and foes alike. Enemies tremble at the rumour of his coming, and some will flee the battlefield at the mere sound of his stomach rumbling.

 

All units in combat with the general must retake successful battleshock tests, with the second result being final.

 

 

 

 

Artefacts of Power

 

Gutbusters have much more ramshackle artefacts than many other races. These are rarely enchanted swords or shining armour. Instead they consist of battered tools and rusted weapons, or strange trinkets known to the ogors as “Ugluz Ormz”. This is usually translated by Azyrite scholars as “Keepsakes” but literally means “that which should only be eaten as a last resort”. Some ogor “artefacts” are not magical at all, but rather consist of “lucky” grots, who are dragged into battle to make up for the deficiencies of their masters.

 

 

 

Tyrant Artefacts

 

 

 

 

Club of Cruul:

 

The club of Cruul was wielded by the legendary ogor tyrant Cruul Headsmasher. It is a massive tree trunk, plated with shards from the dented helmets of its previous victims. Both head and handle have been replaced many times since it was wielded by Cruul, but it nonetheless retains it power.

 

 

 

Pick one of the bearer’s melee weapons. Increase its damage characteristic by one.

 

 

Boulder Club:

 

The boulder club, as its name suggests, consists of a massive boulder attached to the end of a lengthy log. During a battle an ogor tyrant can swing the club to level vast numbers of warriors with a single blow.

 

 

 

Once per battle, when attacking a unit consisting of ten or more models you can choose to do a sweeping attack. Roll a d6. On a roll of 5 or 6 that unit suffers d6 mortal wounds, on a roll of 3 or 4 it suffers d3 mortal wounds. On a roll of 1 or 2 the bearer accidentally hits himself over the head suffering d3 mortal wounds.

 

 

 

Gutplate of Groth:

 

This immense gutplate is actually slightly too large to fit the majority of ogors. The average tyrant takes this as a challenge. It is made of blackened steel, and has two massive prongs on which stakes can be skewered for later consumption. The gutplate conveys great strength and fortitude to those who wear it.

 

 

 

Once per battle the bearer of the Gutplate of Groth can roll a save against a mortal wound.

 

 

Gobbling Gutplate:

 

This gutplate is ringed by a circle of fangs. It snaps and bites at anything which comes close, often chomping on those who make it into close combat with the tyrant.

 

 

 

Whenever an enemy unit successfully wounds the wearer of the gobbling gut plate, it makes an immediate attack against them (Hit 3+, Wound 3+, Rend -, Damage 1).

 

 

Iron Fist of the Overtyrant:

 

This Iron Fist is plated with gold, and bears the clan markings of historic tyrants who have united vast numbers of ogors to their banner. It can be used to unite disparate ogor tribes in times of war and adversity.

 

 

 

All allied units with the Ogor keyword are considered to count as Gutbusters units so long as the bearer of the Iron First commands the army.

 

 

Mawtooth:

 

Every ogor tribe possesses a Mawtooth, and some are known to carry them into battle as a crude standard. This is a solid block of stone, taken from a site of significance in their homeland. It represents the hunger of Gorkamorka, in his aspect as the “great devourer”. Mawteeth are generally carved with crude ogor glyphs and are a source of pride and courage to their tribe. A tyrant may drag the mawtooth with him into battle, or have it carried aloft by half crushed grots.

 

 

 

All Gutbusters units within 12 inches of the tribe’s mawtooth gain a +1 bonus on battleshock tests, since they are inspired by the presence of their clan’s totem.

 

 

 

Butcher Artefacts

 

 

 

 

The Bloody Cleaver

 

The Bloody Cleaver is a jagged and rusty knife, which constantly drips with blood. This may be a magical property, or it might just have never been cleaned. The truth remains unknown, and to the gutbusters, irrelevant.

 

 

 

Pick one of the bearers melee weapons this gains an additional -1 rend. Once per battle you can choose to smite a foe with the cleaver, dealing 1 mortal wound.

 

 

The Great Tenderiser

 

The great tenderiser is a massive hammer which only the greatest of butchers earn the right to wield. It can be swung with great force to smash heads, and pulp enemies into mincemeat.

 

 

 

Pick one of the bearer’s melee weapons. This gains +1 to wound, and an additional -1 rend.

 

 

Stone Gnashers

 

Gutbusters are not known for their hygiene, and so the typical butcher doesn’t often take good care of his teeth. This is not a problem, as each carries various sets of false “gnashers” which are used for different purposes. This particular set of teeth is made of solid granite and can bite through almost anything.

 

 

 

Once per battle the Butcher can choose the result of their great cauldron roll.

 

 

 

Iron Gnashers

 

These spare teeth once belonged to Slaug of Hurff, a famous butcher among the Jagged Rock Gutbusters. When worn by a butcher he can channel some of the ravenous appetite of Slaug. This grants him increased vigour, and the ability to eat far more of his noisome slop than usual. This has a dramatic effect on his ability to use his gastromantic powers.

 

 

 

A butcher wearing the Iron Gnashers gains +1 to all rolls to cast or unbind spells.

 

 

Horn of Throth

 

This horn is perpetually full of noxious fermented bile, considered by ogres to be a delicacy. A butcher can give a nearby unit a swig from the horn of Throth, driving them into a frenzy of bloodshed and slaughter.

 

 

 

Pick a Gutbusters unit within 6 inches of the Butcher. They gain a +1 to hit during the following combat phase.

 

 

Everbubbly cauldron

 

Ogor butchers long ago realised that the hungrier an ogor gets the more effective he is in combat. Thus were forged the Everbubbly Cauldrons. These are magical artefacts which waft the smell of a rich stew, which isn’t quite ready yet, in the direction of nearby Gutbusters. This serves to galvanise their hunger, and drive them into a ravenous state of impatience.

 

 

 

All Gutbusters units within 9 inches of the butcher are counted as being one round more hungry than they otherwise would. The butcher can choose whether, upon eating, they can settle down to digest, or remain on the cycle of hunger.

 

 

 

Grot Lackeys

 

 

 

I’m not sure how well “lucky gnoblars” would fit in with the concept of artefacts in AoS, but they are such a classic part of the old Ogre Kingdoms background that it seemed a shame not to include them!

 

 

Gutbuster Ogors have a particular affinity for grots, and tend to keep a few around at all times in case they need a quick snack. Most of these grots are just required to fetch and carry things for their masters, but a few have learnt that if they show initiative and make themselves particularly useful they are likely to be eaten last. They regularly attempt to aid their master, making up for moments of particular incompetence on his part. Whether the Ogor ever actually notices is debatable. Most ogors can’t really see what’s going on around their feet at the best of times, much less in the middle of a battle.  Nonetheless, many an enemy has been felled by a strike from a trusted sword grot after their master completely failed to hit them.

 

 

 

Lucky Grot

 

Ogors believe that “lucky grots” act as amulets against danger, and often wear them on strings around their necks, or drag them into battle on a chain. In practice “lucky grots” are anything but, and rarely come out of battles unscathed. Nonetheless they will go to great lengths to prevent their ogors from being injured, deflecting lethal hits, or even jumping in the way of an attack.

 

 

 

Whenever a general carrying a lucky grot fails a save, roll 1d6. On a roll of 5+ the grot deflects the attack and their master is saved. On a roll of 1 the grot is mortally wounded and can no longer assist the ogor.

 

 

Sword Grot:

 

Sword grots dance around the feet of attacking Gutbusters, waving sharp “swords” of their own. They rarely play a major role in the battle, being more of an annoyance than anything else. However there are occasions when an enemy is so preoccupied defending against the ogor that the grot is able to get in an attack.

 

 

 

Once per combat a sword grot can attempt to stab an opponent which the general hit, but failed to wound. Roll 1d6. On a roll of 5+ the grot jabs the enemy while their attention is on the ogor, and the enemy unit suffers one mortal wound. On a roll of 1 the grot instead gets in the way of the enemy’s sword and is unceremoniously disembowelled. They can no longer assist their master.

 

 

Tooth Grot

 

Tooth grots serve as kitchen assistants to the Gutbuster butchers. Fetching and carrying offal and implements which are just outside of their master’s reach. This is a dangerous occupation since the tooth grot will sooner or later end up in the pot themselves. Nonetheless they can be an invaluable aid to a butcher, as they are frequently sharper eyed than their master. It is not unknown for a grot to spot when things are about to go disastrously wrong, whether a pot is overboiling, or a butcher hasn’t added enough entrails to effectively cast their spell.

 

 

 

Whenever a Butcher with a tooth grot in tow fails a casting check, roll 1d6. On a roll of 5+ the grot adds the right ingredient to the pot at the last moment, allowing the spell to succeed (for the purposes of unbinding it is treated as having just hit the casting value of the spell). On a roll of 1 the grot is “accidentally” added to the brew itself and, having been boiled alive, can no longer assist the butcher.

 

 

 

 

The Maw Lore

 

The Shamanic rites of the Gutbuster Ogors may seem crude to outsiders. However upon closer study their “gastromancy” consists of some quite sophisticated sympathetic magic. It is likely that the ogor butchers themselves do not really understand this, since they are generally unschooled in the arcane arts, and the concept of “sympathy” is alien to the ogor mindset. 

 

To cast each spell the butcher must select an appropriate body part from amidst their larder, and devour it bloodily to gain some benefit related to its nature.

 

Have Some Heart:

 

The butcher munches on the heart of a bull rhinox, transferring the strength of the beast to nearby ogors.

 

Casting Value: 7

Pick a Gutbusters unit within 18 inches. The rend characteristic of their attacks improves by one for the duration of the turn.

Grow a Spine:

 

The ogor butcher devours the spine of a fallen enemy, and stretches out his bloody hand towards a unit on the verge of breaking.

 

Casting Value: 5

In the following battleshock phase, the butcher can choose a unit within 12 inches. A friendly unit can retake a failed battleshock test, whereas an enemy unit must retake the test it just succeeded. 

Footsore:

The butcher devours a rancid foot, consuming the speed and agility it once conveyed to its previous owner.

 

Casting Value: 4

Pick a Gutbusters unit within 18 inches of the butcher. They can both move and charge this turn.  

Give ‘em a Hand:

The Butcher wolfs down a severed hand, bones, rings and all. In doing so he consumes the essence of its previous owner, and uses it to empower a nearby ally.

Casting Value 6

Pick a Gutbusters unit within 18 inches of the caster, they can reroll a 1 of their choice during the current turn.

Skullcracker:

 

The Butcher bites through the skull of a severed head, grinding it to meal in his massive jaws. He then slurps the brains inside to devour the intellect of his victim.  

 

Casting Value: 7

 Pick an enemy wizard within 10 inches of the butcher, it immediately suffers d3 mortal wounds.

Strength at Arms:

 

The butcher takes a massive bite out of a severed arm, and siphons the strength it once wielded. He then chucks the rest of the limb to a nearby group of gutbusters, giving them access to this strength.

 

Casting Value: 7

I basically went with the idea that the spell lore would revolve around imbuing nearby units with the essence of various body parts to give them boosts to each of their core attributes.

Edited by EccentricCircle
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As long as they get a plastic kit or two for their heroes I think they'll do good. They did a really good job on the whole with Fyreslayers despite that faction being incredibly limited. In my local area they went from completely unplayed to at least 3 regular players I can think of off the top of my head.

I think your 3rd option might be more likely than you'd think as I think we're due for another model heavy AOS army release soon. There hasn't been a new model heavy army released since January.

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13 minutes ago, EccentricCircle said:

Here's the gutbusters allegiance I came up with last summer then. never got a chance to playtest since its not a faction I play.

  Reveal hidden contents

Battle Trait: The Cycle of Hunger

 

Gutbuster Ogors  tends to think with its stomachs. How recently they last ate will dictate how proficient they are in different areas of combat. At the start of a battle most ogors are ravenously hungry; after all it’s been at least a minute since they last ate. They then go through alternating cycles of hunger and digestion as the battle progresses.

 

 

 

For each round that a Gutbusters unit doesn’t kill and eat an enemy their hunger grows worse, making them ever more dangerous. The effects on the three rounds of hunger are cumulative. However they are lost once the digestion phase begins and vice versa.

 

 

Hunger

 

Round 1 Hungry:

All Gutbusters go into battle with their stomachs rumbling, it’s just their natural state. This means that they generally set out to find something to snack on almost straight away.

 

 

 

Hungry Gutbusters units always attack first in the combat phase.

If they succeed in wounding an enemy unit then they progress to the first round of digestion as described below. If they do not then they become very hungry.

 

 

Round 2 Very Hungry:

 

 

If a group of ogors doesn’t kill and eat anything soon then their hunger only grows greater. Discontent spreads through the troops, which fight with added vigour in the hopes of snagging a tasty morsel to snack on.

 

 

 

If a Gutbusters unit doesn’t wound an enemy model in the first round then they become very hungry. A very hungry Gutbusters unit both attacks first and also rerolls wound rolls of 1.

 

 

Round 3 Ravenously Hungry:

 

The longer Gutbusters go without eating the more ravenous their hunger becomes. If their opponents obstinately refuse to die, then the rumbling of the ogor’s bellies echoes from the crags of nearby mountains. They slash about them with reckless abandon, in the hopes of securing their next meal.

 

 

 

If a Gutbusters unit goes for a third round without wounding an opponent then they are driven nearly wild with hunger. A ravenously hungry unit gains -1 rend on all of its attacks in addition to attacking first and rerolling wound rolls of 1.

 

 

This phase ends as soon as the unit successfully wounds an opponent, as gobbets of meat are passed around and the ogors set about the important process of Digestion. If the poor ogor has still not eaten anyone after three rounds then they go back to round 1, albeit with a really rotten mood.

 

 

Digesting:

A Gutbusters Ogor who has just eaten becomes less frenzied in its attacks. At this point it mainly just wants to sit down and digest in comfort. Unfortunately this tends to be quite difficult to do on a battlefield. Ogors in the grip of digestion have the advantage that they tend to be quite difficult to injure. Ogors believe that this is because they can absorb the strength of whatever they just ate to shrug off even life threatening wounds. Others observe that it becomes harder to land a wound when your opponent is constantly belching in your face.

 

 

 

Round 1 Digestion:

The agitated rumbling of ogor bellies is replaced with a contented gurgling, and their frenzied attacks cease. A digesting ogor becomes less keen to take the attack to the enemy, but will happily defend himself against those nearby. 

 

 

 

On the first round of digestion a Gutbusters unit rerolls save rolls of 1.

 

 

A Gutbuster who is wounded despite this resilience will suddenly discover it is hungry again, or possibly angry, ogor’s can’t really spell, so have trouble telling the two states apart. Either way it will want to eat whoever just hit it.

 

 

 A Gutbusters unit which has been injured goes back to round one of hunger and the cycle repeats. A Gutbusters unit which is unmolested while digesting will gain even more fortitude, and progress to a state of contented belching.

 

 

Round 2 Belching:

 

During the final stages of digestion a gutbuster is surrounded by a haze of noxious gasses, which they add to with great vigour. This is the point at which an ogor is most content, and generally thinks themselves invincible. It is also the stage at which it is most difficult for enemies to assail them.

 

 

 

Whenever a Gutbusters unit takes a wound during this round roll 1d6. On a roll of 5+ that wound is negated.

 

 

After two rounds of digestion an ogor will become hungry once more, at this point they go back to the start of the cycle, and set off in search of someone else to eat.

 

 

 

 

 

Command Traits

 

 

 

 

Got some Guts

 

Great heroes of the Gutbusters are said to have “got some guts”. Ogors are rarely figurative; their tyrants and butchers are the fattest of the tribe. Gutbusters will often rally to a gutsy hero, even in circumstances when they would otherwise break. In addition to their own gut, an ogor butcher will often carry some additional entrails to snack on during the battle, and some tyrants are known to do the same. If the general sees a unit about to flee then he can throw them some spare guts, galvanising their courage, and giving them a tasty snack to munch on.

 

 

 

In the battleshock phase, pick a Gutbusters unit within 14 inches of the general; they may make a battleshock test as though they had their chief’s bravery characteristic. 

 

 

Big Eater

 

This hero of the Gutbusters has a truly legendary paunch, giving him an added layer of blubber to dampen all but the strongest attacks.

 

 

 

Increase the general’s wounds characteristic by 2

 

 

Go with your Gut

 

 

 

Ogors are known for thinking with their stomachs, and this general is no exception. He will charge headlong into battle without worrying about any of that pesky strategy stuff. Gutbusters respect a chieftain who “goes with his gut” and will happily charge headlong into battle at his direction, even if he doesn’t seem to be coming with them…

 

 

 

At the start of the movement phase, pick a Gutbusters unit within 6 inches of the general, they may immediately charge and attack a nearby enemy unit.

 

 

Legendary Hunger

 

This general is known for being particularly hungry, even by Gutbuster standards. He is constantly eating, and gets extremely grouchy if he goes more than a minute or two without food.

 

 

 

If the general doe not wound an opponent in the combat phase he may immediately attack again.

 

 

Favoured of the Maw

 

This hero has been blessed by that aspect of Gorkamorka known as the Great Maw. This divine power takes many forms; some ogor chieftains have been known to sprout a second mouth in their belly, which eats the swords of those who try to harm them. Others are just surrounded by such a noxious stench that their foes cannot easily land a blow.

 

 

 

Reduce the rend characteristic of all attacks against this hero by one, to a minimum of “-“

 

 

Fee-Fi-Fo-Fum!

 

 

 

This general has a particularly fearsome reputation among friend and foes alike. Enemies tremble at the rumour of his coming, and some will flee the battlefield at the mere sound of his stomach rumbling.

 

All units in combat with the general must retake successful battleshock tests, with the second result being final.

 

 

 

 

Artefacts of Power

 

Gutbusters have much more ramshackle artefacts than many other races. These are rarely enchanted swords or shining armour. Instead they consist of battered tools and rusted weapons, or strange trinkets known to the ogors as “Ugluz Ormz”. This is usually translated by Azyrite scholars as “Keepsakes” but literally means “that which should only be eaten as a last resort”. Some ogor “artefacts” are not magical at all, but rather consist of “lucky” grots, who are dragged into battle to make up for the deficiencies of their masters.

 

 

 

Tyrant Artefacts

 

 

 

 

Club of Cruul:

 

The club of Cruul was wielded by the legendary ogor tyrant Cruul Headsmasher. It is a massive tree trunk, plated with shards from the dented helmets of its previous victims. Both head and handle have been replaced many times since it was wielded by Cruul, but it nonetheless retains it power.

 

 

 

Pick one of the bearer’s melee weapons. Increase its damage characteristic by one.

 

 

Boulder Club:

 

The boulder club, as its name suggests, consists of a massive boulder attached to the end of a lengthy log. During a battle an ogor tyrant can swing the club to level vast numbers of warriors with a single blow.

 

 

 

Once per battle, when attacking a unit consisting of ten or more models you can choose to do a sweeping attack. Roll a d6. On a roll of 5 or 6 that unit suffers d6 mortal wounds, on a roll of 3 or 4 it suffers d3 mortal wounds. On a roll of 1 or 2 the bearer accidentally hits himself over the head suffering d3 mortal wounds.

 

 

 

Gutplate of Groth:

 

This immense gutplate is actually slightly too large to fit the majority of ogors. The average tyrant takes this as a challenge. It is made of blackened steel, and has two massive prongs on which stakes can be skewered for later consumption. The gutplate conveys great strength and fortitude to those who wear it.

 

 

 

Once per battle the bearer of the Gutplate of Groth can roll a save against a mortal wound.

 

 

Gobbling Gutplate:

 

This gutplate is ringed by a circle of fangs. It snaps and bites at anything which comes close, often chomping on those who make it into close combat with the tyrant.

 

 

 

Whenever an enemy unit successfully wounds the wearer of the gobbling gut plate, it makes an immediate attack against them (Hit 3+, Wound 3+, Rend -, Damage 1).

 

 

Iron Fist of the Overtyrant:

 

This Iron Fist is plated with gold, and bears the clan markings of historic tyrants who have united vast numbers of ogors to their banner. It can be used to unite disparate ogor tribes in times of war and adversity.

 

 

 

All allied units with the Ogor keyword are considered to count as Gutbusters units so long as the bearer of the Iron First commands the army.

 

 

Mawtooth:

 

Every ogor tribe possesses a Mawtooth, and some are known to carry them into battle as a crude standard. This is a solid block of stone, taken from a site of significance in their homeland. It represents the hunger of Gorkamorka, in his aspect as the “great devourer”. Mawteeth are generally carved with crude ogor glyphs and are a source of pride and courage to their tribe. A tyrant may drag the mawtooth with him into battle, or have it carried aloft by half crushed grots.

 

 

 

All Gutbusters units within 12 inches of the tribe’s mawtooth gain a +1 bonus on battleshock tests, since they are inspired by the presence of their clan’s totem.

 

 

 

Butcher Artefacts

 

 

 

 

The Bloody Cleaver

 

The Bloody Cleaver is a jagged and rusty knife, which constantly drips with blood. This may be a magical property, or it might just have never been cleaned. The truth remains unknown, and to the gutbusters, irrelevant.

 

 

 

Pick one of the bearers melee weapons this gains an additional -1 rend. Once per battle you can choose to smite a foe with the cleaver, dealing 1 mortal wound.

 

 

The Great Tenderiser

 

The great tenderiser is a massive hammer which only the greatest of butchers earn the right to wield. It can be swung with great force to smash heads, and pulp enemies into mincemeat.

 

 

 

Pick one of the bearer’s melee weapons. This gains +1 to wound, and an additional -1 rend.

 

 

Stone Gnashers

 

Gutbusters are not known for their hygiene, and so the typical butcher doesn’t often take good care of his teeth. This is not a problem, as each carries various sets of false “gnashers” which are used for different purposes. This particular set of teeth is made of solid granite and can bite through almost anything.

 

 

 

Once per battle the Butcher can choose the result of their great cauldron roll.

 

 

 

Iron Gnashers

 

These spare teeth once belonged to Slaug of Hurff, a famous butcher among the Jagged Rock Gutbusters. When worn by a butcher he can channel some of the ravenous appetite of Slaug. This grants him increased vigour, and the ability to eat far more of his noisome slop than usual. This has a dramatic effect on his ability to use his gastromantic powers.

 

 

 

A butcher wearing the Iron Gnashers gains +1 to all rolls to cast or unbind spells.

 

 

Horn of Throth

 

This horn is perpetually full of noxious fermented bile, considered by ogres to be a delicacy. A butcher can give a nearby unit a swig from the horn of Throth, driving them into a frenzy of bloodshed and slaughter.

 

 

 

Pick a Gutbusters unit within 6 inches of the Butcher. They gain a +1 to hit during the following combat phase.

 

 

Everbubbly cauldron

 

Ogor butchers long ago realised that the hungrier an ogor gets the more effective he is in combat. Thus were forged the Everbubbly Cauldrons. These are magical artefacts which waft the smell of a rich stew, which isn’t quite ready yet, in the direction of nearby Gutbusters. This serves to galvanise their hunger, and drive them into a ravenous state of impatience.

 

 

 

All Gutbusters units within 9 inches of the butcher are counted as being one round more hungry than they otherwise would. The butcher can choose whether, upon eating, they can settle down to digest, or remain on the cycle of hunger.

 

 

 

Grot Lackeys

 

 

 

I’m not sure how well “lucky gnoblars” would fit in with the concept of artefacts in AoS, but they are such a classic part of the old Ogre Kingdoms background that it seemed a shame not to include them!

 

 

Gutbuster Ogors have a particular affinity for grots, and tend to keep a few around at all times in case they need a quick snack. Most of these grots are just required to fetch and carry things for their masters, but a few have learnt that if they show initiative and make themselves particularly useful they are likely to be eaten last. They regularly attempt to aid their master, making up for moments of particular incompetence on his part. Whether the Ogor ever actually notices is debatable. Most ogors can’t really see what’s going on around their feet at the best of times, much less in the middle of a battle.  Nonetheless, many an enemy has been felled by a strike from a trusted sword grot after their master completely failed to hit them.

 

 

 

Lucky Grot

 

Ogors believe that “lucky grots” act as amulets against danger, and often wear them on strings around their necks, or drag them into battle on a chain. In practice “lucky grots” are anything but, and rarely come out of battles unscathed. Nonetheless they will go to great lengths to prevent their ogors from being injured, deflecting lethal hits, or even jumping in the way of an attack.

 

 

 

Whenever a general carrying a lucky grot fails a save, roll 1d6. On a roll of 5+ the grot deflects the attack and their master is saved. On a roll of 1 the grot is mortally wounded and can no longer assist the ogor.

 

 

Sword Grot:

 

Sword grots dance around the feet of attacking Gutbusters, waving sharp “swords” of their own. They rarely play a major role in the battle, being more of an annoyance than anything else. However there are occasions when an enemy is so preoccupied defending against the ogor that the grot is able to get in an attack.

 

 

 

Once per combat a sword grot can attempt to stab an opponent which the general hit, but failed to wound. Roll 1d6. On a roll of 5+ the grot jabs the enemy while their attention is on the ogor, and the enemy unit suffers one mortal wound. On a roll of 1 the grot instead gets in the way of the enemy’s sword and is unceremoniously disembowelled. They can no longer assist their master.

 

 

Tooth Grot

 

Tooth grots serve as kitchen assistants to the Gutbuster butchers. Fetching and carrying offal and implements which are just outside of their master’s reach. This is a dangerous occupation since the tooth grot will sooner or later end up in the pot themselves. Nonetheless they can be an invaluable aid to a butcher, as they are frequently sharper eyed than their master. It is not unknown for a grot to spot when things are about to go disastrously wrong, whether a pot is overboiling, or a butcher hasn’t added enough entrails to effectively cast their spell.

 

 

 

Whenever a Butcher with a tooth grot in tow fails a casting check, roll 1d6. On a roll of 5+ the grot adds the right ingredient to the pot at the last moment, allowing the spell to succeed (for the purposes of unbinding it is treated as having just hit the casting value of the spell). On a roll of 1 the grot is “accidentally” added to the brew itself and, having been boiled alive, can no longer assist the butcher.

 

 

 

 

The Maw Lore

 

The Shamanic rites of the Gutbuster Ogors may seem crude to outsiders. However upon closer study their “gastromancy” consists of some quite sophisticated sympathetic magic. It is likely that the ogor butchers themselves do not really understand this, since they are generally unschooled in the arcane arts, and the concept of “sympathy” is alien to the ogor mindset. 

 

To cast each spell the butcher must select an appropriate body part from amidst their larder, and devour it bloodily to gain some benefit related to its nature.

 

Have Some Heart:

 

The butcher munches on the heart of a bull rhinox, transferring the strength of the beast to nearby ogors.

 

Casting Value: 7

Pick a Gutbusters unit within 18 inches. The rend characteristic of their attacks improves by one for the duration of the turn.

Grow a Spine:

 

The ogor butcher devours the spine of a fallen enemy, and stretches out his bloody hand towards a unit on the verge of breaking.

 

Casting Value: 5

In the following battleshock phase, the butcher can choose a unit within 12 inches. A friendly unit can retake a failed battleshock test, whereas an enemy unit must retake the test it just succeeded. 

Footsore:

The butcher devours a rancid foot, consuming the speed and agility it once conveyed to its previous owner.

 

Casting Value: 4

Pick a Gutbusters unit within 18 inches of the butcher. They can both move and charge this turn.  

Give ‘em a Hand:

The Butcher wolfs down a severed hand, bones, rings and all. In doing so he consumes the essence of its previous owner, and uses it to empower a nearby ally.

Casting Value 6

Pick a Gutbusters unit within 18 inches of the caster, they can reroll a 1 of their choice during the current turn.

Skullcracker:

 

The Butcher bites through the skull of a severed head, grinding it to meal in his massive jaws. He then slurps the brains inside to devour the intellect of his victim.  

 

Casting Value: 7

 Pick an enemy wizard within 10 inches of the butcher, it immediately suffers d3 mortal wounds.

Strength at Arms:

 

The butcher takes a massive bite out of a severed arm, and siphons the strength it once wielded. He then chucks the rest of the limb to a nearby group of gutbusters, giving them access to this strength.

 

Casting Value: 7

I basically went with the idea that the spell lore would revolve around imbuing nearby units with the essence of various body parts to give them boosts to each of their core attributes.

Its great to see the different routes taken around a similar theme when set the same task, definately shows the scope of potential available when GW revisit the Gutbusters allegiance as the depth of the Maw, realm recipes and hunger themed concept can really be explored in a rich manner.

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1 hour ago, Melcavuk said:

Its great to see the different routes taken around a similar theme when set the same task, definately shows the scope of potential available when GW revisit the Gutbusters allegiance as the depth of the Maw, realm recipes and hunger themed concept can really be explored in a rich manner.

Yeah, the faction has a lot of potential. It wasn't one I had paid any attention to at all before being set the assignment, but it wasn't hard to identify the core themes, and take a look at the old Ogre Kingdoms books for some interesting ideas. I'm very intrigued to see what they eventually come up with for them. I agree that the fact they were using it at the assessment exercise last year makes it unlikely that they were already working on something at that time, but the fact that they used that faction for the lore writer exercise as well does seem hopeful that it might be in development now.

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28 minutes ago, EccentricCircle said:

Yeah, the faction has a lot of potential. It wasn't one I had paid any attention to at all before being set the assignment, but it wasn't hard to identify the core themes, and take a look at the old Ogre Kingdoms books for some interesting ideas. I'm very intrigued to see what they eventually come up with for them. I agree that the fact they were using it at the assessment exercise last year makes it unlikely that they were already working on something at that time, but the fact that they used that faction for the lore writer exercise as well does seem hopeful that it might be in development now.

I look through my copy of the old Ogre Kingdoms book(got it at half price books) and it is great. So many conversion ideas and character designs that were never implemented.

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IF they go down the Firebelly, Gutbuster, BCR route I can deal with a soup. The fire and ice theme might be cool. But I prefer BCR and Gutbuster seperate (I have both). I feel the lore is too different.

Edited by Pitloze
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  • 2 weeks later...
On 6/24/2019 at 6:12 AM, Mohojoe said:

I dream of option 3. Splitting gutbusters and BCR never sat right with me anyway. 

Then what would happen to the Everwinter lore, and armies themed around it?

The book would need that true division to remain within it, as well as an option for an overriding Ogre force that dips from both.

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6 hours ago, Kyriakin said:

Then what would happen to the Everwinter lore, and armies themed around it?

The book would need that true division to remain within it, as well as an option for an overriding Ogre force that dips from both.

Could be that BCR become like the Groves for Sylvaneth and Greatfrays for Beasts of Chaos; an option for a themed army (maybe a limiting factor could be nothing in the army with a movement characteristic of less than 7) within the Ogor battletome?

Who knows, all this is speculation and we could be wishing on a prayer here 😅

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They didn’t merge Wanderers with Sylvaneath though, so It not as clear cut if they will merge the Ogors back. Things like having a separate store page and being listed as two different army during AoS 2.0 launch would imply otherwise

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Since you state example and use Free Peoples, I'll give my opinion:

For Freeguild, a few things are needed.

* More batallions

* More heroes (with spell interaction preferably)

*Some terrain

This could be done with using Devoted, Ironweld or College as conditional includes (that would benefit allegiance bonusses and keywords with certain generals and/or batallions)

Disposessed: just give them back their cannon and organ gun, and a Steam Tank while we're at it. Also better batallions and prayers, some terrain, and at least one good new unit, something that worked like heavy cav would give them more mobility to play objectives.

Wanderers and aelves: Give them a way to include other aelves like the Archmage in certain batallion and/or general options, new endless spells and perhaps new terrain.

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