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OGRE GUT

OLYMPICSRULES FOR GUT-BARGING & PUNT-A-RUNT

Pete Haines takes a long run marker against a wall or a Slime marker Before the fight starts, each Ogre
up at the topic of Ogre gut- on any square (toss a coin for first pick). works himself up into a frenzy. In this
It is up to the players which markers mood he feels even less pain than
barging, a subject close to they place. normal. This makes their entry into the
any Ogre’s heart. Just below trench rather uncontrolled, especially as
it, in fact. Meanwhile, Jake The Combatants they must negotiate the slope. Starting
The rules given here cover fights with the Ogre that was placed second,
Thornton also looks at between Ogre Bulls. Although Tyrants, roll a D3 and move the Ogre that
another favourite of the Bruisers and even Maneaters frequently number of squares down the ramp. The
Ogres, but not necessarily take part, these girthsome individuals other player follows suit. Place a dice at
the Gnoblars, Punt-a-runt. would have an unfair advantage so, for the end of each Ogre’s trench showing
the sake of an interesting game, they how many squares they have moved.
have been omitted. By triumphing in This is important as it shows the speed

G
ut-barging is almost certainly one the trench, however, it is possible for a they are moving at and will affect their
of the most popular sports Bull to make a name for himself and options in the next turn.
amongst Ogres and is often used improve his abilities. The most
as a way of settling disputes between successful Ogres in the trench often Starting the Game
Bulls. There are many local variants, earn the honorific Wallcrusher, available After this preliminary move the game is
some of which are closer to being pit- from the big names section of the Ogre played in turns. Each turn consists of six
fights, but traditional gut-barging is Kingdoms book, allowing you to field an separate steps. Within each step an Ogre
instantly recognisable by the gut trench Ogre gut-barging expert in a can perform a single action. The
in which it is conducted. Warhammer battle. Such an individual number of steps an Ogre can act in is
has a truly devastating Bull Charge… determined by his Speed. This is shown
by a dice. An Ogre with Speed 1 can
The Gut Trench Set-Up only act in one step – the first one –
A gut trench is typically just wide The players then roll a dice to see who whilst an Ogre with Speed 6 can act in
enough for two Ogres to pass each places their Ogre first, the winner all six steps. Generally, the higher your
other. It is normally about ten feet deep choosing first or second. Each Ogre is Speed the more obvious your actions
at the centre with a sloped ramp at placed at the end of the trench with its will be. Players can adjust their Ogre’s
either end leading down into it. The base touching the board, facing along it, Speed at the start of each turn, and
trench is typically dug by Gnoblar slaves and aligned so that their bases line up combat damage can reduce their Speed
and the little scamps often add a few with a double row of squares. during the turn.
embellishments of their own, after all
they want to see a good show. They sort
out a variety of rusted weapons from Set-Up The Ogre must be placed so that he is lined up with two squares
their scrap piles and embed them in the
trench walls, sharp side outwards, and
break up the soil on the trench floor
and soak it thoroughly to make it boggy
and slippery (sometimes they will
actually use water for this). With the
trench prepared, the edge is set with
✔ ✘
torches and all is ready for the
combatants to enter.

The Trench
Each square is 20mm across, this means
an Ogre model will always occupy four
squares at any time. The first three
squares at each end are sloped leading
down to the trench proper.
Before play starts roll 2D6 to
determine the number of little surprises
the Gnoblars have set up. Each player
then takes it in turn to place a Spike
GUT-BARGING
BOARD AND COUNTERS
ed

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d
be

be
di

di

rab

rab
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Bl

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Copyright Games Workshop Ltd 2005. Permission is granted to


photocopy this gut-barging board and counters for personal use only,
to play games of Ogre gut-barging using Warhammer miniatures.
All rights reserved.
rounds, as their speed is not high enemy Ogre occupying one of the
Playing the Game enough. squares directly in front of the
The gut-barge is played using the Before starting step 1, determine forward edge of his base.
following sequence: which Ogre has priority. This will be the An Ogre with a Speed dice showing 4 to
1. Choose Speed Ogre with the highest Speed at the start 6 is moving too determinedly forward to
2. Reveal new Speed of the turn. If this is equal then it will be make such subtle manoeuvres. He is in
3. Adjust Ogre’s Speed the Ogre nearest its opponent’s end of fact building up to ramming speed.
accordingly the trench. If this is also equal then roll In each step in which he can act, an
4. Resolve step 1 – Ogres with a a D6. The Ogre with priority goes first Ogre with a speed of 4-6 must choose
Speed of 1 or more may act at each step, provided it has the speed one of the following actions:
(ie, all of them) to act.
5. Resolve step 2 – Ogres with a Move forward one square. If this
Speed of 2 or more may act COMBAT MANOEUVRES movement would take the Ogre
6. Resolve step 3 – Ogres with a An Ogre with a Speed dice showing 1 to into a square occupied by another
Speed of 3 or more may act 3 is adopting a cautious stance – Ogre, he must make a gut-barge
7. Resolve step 4 – Ogres with a although he is keeping alert, he is not attack.
Speed of 4 or more may act expending any unnecessary energy. Sidestep one square. Roll a D6. If
8. Resolve step 5 – Ogres with a The objective of a gut-barge is to you score equal or more than your
Speed of 5 or more may act force your opponent out of the trench current Speed score then you keep
9. Resolve step 6 – Ogres with a or inflict so many injuries that he is no your balance and sidestep. If you
Speed of 6 may act longer able to fight. roll below your Speed score then
10. Return to step 1 In each step in which he can act, an you are moving too fast and take a
Ogre with Speed of 1-3 must choose tumble. Your Ogre is Knocked Over
one of the following actions: in the same squares his base was
Choosing Speed occupying at the time of the fall.
At the start of each turn, each player Get up if prone
secretly puts a D6 under their hand. The Turn left or right Movement
number uppermost determines the Sidestep one square When an Ogre moves, his base is moved
Speed they wish to move at, the higher Move forward one square forward one row of squares so that he
the number the faster the Ogres move. Back off one square (note that if effectively occupies two new squares. If
A player cannot choose a number any part of his base exits the board either of these contain Slime or Spike
more than 2 higher or lower than their the way he entered then he has markers then he may slip or scrape
current Speed. If they are currently forfeited the match and will be himself – take the appropriate test.
facing down a slope then the number badly beaten or even eaten by the (Note that you only make these tests
cannot be lower than their current crowd). during your own movement, not during
Speed. If they are currently facing up a Make a normal attack. In order to movement triggered by a combat action
slope then the number cannot be make an attack there must be an such as a Drive.)
higher. A prone model does not count
as facing in any direction.
Attacking In order to make an attack there must be an Ogre occupying one of the
Reveal New Speed/Adjust squares directly in front of the front edge of his base
Ogre’s Speed Accordingly
The scores are then revealed
simultaneously. Place the dice at your
end of the trench to indicate the Ogres
new Speed. An Ogre has a maximum
Speed of 6 and a minimum Speed of 1,
so you never need more than one dice.

Resolve Steps 1-6


The players then alternate moving their
Ogres one Speed Point at a time. This is
done in six steps, moving all models
with Speed 1 or more, then models with
Speed 2 or more, then models with
Speed 3 or more and so on.

Example – Let’s say one Ogre is on


Speed 3 and the other on Speed 2. We
start with step 1 by activating Ogres
with Speed of 1 or more, so both Ogres
get to use one Speed Point. We then
activate Ogres with Speed of 2 or more
so once again both Ogres can act.
However, when we do the third step,
activating Ogres with Speed of 3 or
more, this time only the Ogre with 3
Speed can act. Neither of them act in
the Speed 4 or more, 5 or more and 6
✔ ✘
Grab. The Ogre reaches out, grabs hold
Slime and Spike Markers of his opponent’s gut and squeezes. Throw The Ogre has thrown his
Slime – Roll a D6. If you score This restricts his opponent’s options opponent one square
equal or more than your Ogre’s and gives the Ogre the opportunity to backwards and one
current Speed score then he keeps use some additional attacks such as square right – straight
his balance and is unaffected by the Throw, Hug and Drive. into some spikes.
slime. If you roll below your Ogre’s An Ogre may not Grab a prone
Speed score then he is moving too opponent. If the Grab is successful, the

Spikes
fast, slips in the mire and takes a opponent is held – place the Grab token
tumble. Your Ogre is Knocked Down by his base – and he has his Speed
in the same squares his base was reduced to 3 if it is currently higher.
occupying at the time of the fall. Moreover, whilst he is Grabbed he may
only choose to Bite/Gouge/Butt or Break
Spikes – Roll a D6. If you score the Hold (see below). Once an Ogre has
equal or more than your Ogre’s applied a Grab he can release it at any
current Speed then he manages to time. While it is applied he can perform
avoid the spikes and takes no Bite/Gouge/Butt attacks and may
damage. If you roll below your perform Throw, Hug or Drive attacks.
Ogre’s Speed score then he has
moved on to one or more spikes and Breaking a Hold. This is done by
has scratched himself. It takes a lot rolling to hit as normal. If the Ogre
more than this to seriously hurt an attempting to break the hold hits, then
Ogre but he will be Bloodied (place the hold is broken. Remove the
the Bloodied counter next to the ‘Grabbed’ counter. No other damage is
Ogre). This does not inhibit him but inflicted.
tends to get your opponent’s taste
buds going and provides them with Throw. An Ogre may only attempt a
some encouragement. Throw if his opponent is Grabbed. The
Ogre bodily hauls his opponent off the Bear Hug. An Ogre may only attempt a
ground and throws him. If you hit with Bear Hug if his opponent is Grabbed.
ATTACKS a Throw attack, the Ogre hurls his The Ogre extends his arms around his
Attacks come in two general forms – opponent two squares horizontally opponent’s girth and tries to squeeze
full-blown gut-barges (only possible if and/or vertically. This movement may the life out of him, winding him and
your Speed marker is showing 4, 5 or 6) not pass through another model or perhaps snapping some ribs too.
and normal attacks. Within the broad move the Ogre over the sides of the If you hit with a Bear Hug attack,
category of normal attacks there are trench (although you can throw him out the opponent remains Grabbed but is
several different combat manoeuvres of the end of the trench – a winning also Winded and Bloodied.
you can perform. move very popular with gut-barge
afficionados). The hold is automatically Drive. An Ogre may only attempt a
Rolling to Hit released at this point – remove the Drive if his opponent is Grabbed. The
Whichever attack form you want to try, ‘Grabbed’ counter. The hurled model is Ogre gets his body weight low and his
the mechanism is the same. Knocked Over. If any of the squares he opponent’s high, pushing his opponent
In order to hit, you must roll equal is hurled through contain spikes then backward whilst maintaining the hold
to, or more than, the opponents’ he is Bloodied. and following up.
speed. Whatever happens, a score
of 1 always misses.
BATTLE DAMAGE
Normal Attacks Injured. An Ogre can survive horrendous injuries but will generally be slowed
Pummel. The Ogre pounds on his down by them. An Ogre with a single Injury may never have a Speed of 6, if he has
opponent with arms the size of two or more Injuries then he may never have a Speed of 5 or 6, and so on. If an
cannons, bashing him about the head Ogre suffers six Injuries, he passes out from the pain and is defeated. He may also
and chest. This is unlikely to be fatal but be eaten before he manages to wake up!
may stun his opponent long enough to
do some serious harm in another way. Bloodied. Gut-barging tends to be messy and the crowd likes to see the blood
A pummel attack may be re-rolled if splashing about. Fortunately Ogres can leak vital fluids all day with no real ill
it misses (an Ogre has got two hands effects to themselves. Nonetheless the smell of the red stuff acts as an incentive to
after all). If you hit with a pummel an opponent and allows him to add 1 to his Attack rolls (remember a roll of 1 still
attack, the Ogres’ opponent is Winded. always misses). If an already Bloodied model is hit by something that causes him
to be Bloodied further his opponent may make a roll to hit – if this is successful
Bite/Gouge/Butt. The Ogre uses the the Bloodied model takes an Injury.
secret underhand ‘hurting technique’
taught to him by his father (the hard Knocked Over. When an opponent is knocked over or thrown he is placed prone
way, of course). This differs from Ogre in the squares he occupied before being knocked over (or that he was thrown
to Ogre but is normally guaranteed to into). His Speed dice is set to 1.
draw blood and really annoy your
opponent. Winded. Some attacks will put an Ogre off his stride more than they actually hurt
If you hit with a Bite/Gouge/Butt him. When an Ogre is Winded, his Speed dice is immediately reduced by 1 (to a
attack, your Ogre’s opponent is Winded minimum of 1). This may prevent him taking actions later in the turn.
and Bloodied.
If an Ogre hits with a Drive attack,
his opponent remains Grabbed but you
may move your own model one square
forward, or one square to the side, or
turn to the left or the right. You then
move your opponent’s Ogre so that he
occupies the same position relative to
the front of your own Ogre as he did
before. You may not drive in such a way
that there is no room for your opponent
to be moved. If your opponent is now
in a square with spikes he is
automatically Bloodied.

Drive The Ogre has grabbed his


opponent and driven him
one square to the left,
onto (you guessed it)
some spikes.
Spikes

Splash. You may only attempt a Splash attempting a gut-barge reduces his GUT-BARGING VARIANTS
if your opponent is prone. Some Ogres Speed by 3 (to a minimum of 1) – gut- Best of Three. In this variant the barge
content themselves with a bit of barging takes a lot of impetus. is conducted over three rounds using
stomping up and down on their An Ogre hit by a gut-barge is the same combatants. Between bouts
opponent but a true gut-barger jumps Knocked Down and suffers one Injury each Ogre will recover D6 Injuries as
upward and belly flops on his adversary for every two points (rounding down) they are rubbed down with a moist
like a leaping whale. This can do a fair of Speed the attacker has. A full gut- Gnoblar and given a tasty Rhinox steak
bit of harm. barge from an Ogre whose speed is 6 to get their strength back. The winner is
If you hit with a Splash attack your can half an opponent’s effectiveness the Ogre to win two of the three
opponent suffers a further Knocked with one blow! rounds.
Down result (reducing his Speed to 1) If the opponent cannot retreat into
and is Injured. the appropriate place (say because they Tag-Barging. In Tag-Barging each player
have a wall behind them) then they will controls a team of two or three Ogres.
Gut-barge attacks take an additional Injured result. If any Only one member of a team may be in
Whilst all the biting, punching and square they enter contains Spikes then the trench at any time. When the
wrestling can wear an opponent down they are Bloodied in addition to any current combatant is driven out of the
nothing delivers the coup de grace like a other damage they suffer. trench or collapses a new turn begins
full on gut-barge attack. and another member of his team can
When launching a gut-barge, roll to enter play.
hit as normal. If you hit then the Winning and Losing If the surviving competitor is on the
opponent is moved back one square An Ogre who is even partially forced slope at his opponent’s end he is moved
directly away from the line of the charge out of the gut trench loses. An Ogre outside the trench and placed at that
for every two points of Speed (rounding who succumbs to his injuries loses. end of the slope as if he was starting a
down) the attacking Ogre has. The An Ogre whose opponent leaves the new round. The new combatants’ initial
barger then moves directly forward one trench at his own end loses. free move is always D3 squares down
square. Whether you hit or not, an Ogre the slope at the end furthest away
from the opponent’s Ogre. The turn number he wins or loses depends on 41+ A Rock. When he achieves this
sequence then starts as usual. the way the bout ends. Gnoblars won in level, an Ogre has it made.
this manner are taken from the loser’s Served the finest dainties (such as
Club Surprise. To add to the carnage a five-Gnoblar stake and given over to the stuffed Hobgoblin or Sabretusk
large, gnarled club is thrown in the winner. drumsticks) on jumbo platters by
trench. It will be adjacent to the centre his dedicated army of Gnoblar
line. Roll a D6 to determine which side, The type of win determines the number servants, a Rock is the envy of all
and then a further D6 to decide which of Gnoblars that are won or lost: the other Bulls. He may even be
square on the row it lands (1 = extreme able to challenge the Tyrant some
left, 2,3 = middle left, 4,5 = middle Win by throw-out (the 3 Gnoblars day. In the meantime he should
right, 6 = extreme right; all judged opponent is thrown be given a special Big Name to
according to the view of the Ogre whose out of the trench) reflect his triumphs in the trench.
end of the trench the club is nearest). Win by drive-out (the 2 Gnoblars
Place a marker (preferably a spare club opponent is driven
from the Ogre Bulls frame) to show out of the trench)
where the club is. Win by escape (the 1 Gnoblar
In Club Surprise you may perform winner leaves by his Another bloodsport famously used
the following additional actions: opponents end) by the Ogres is pit-fighting – if you
Win by barge-out (the 4 Gnoblars fancy a crack at a fully-realised pit-
Speed 1 to 3 opponent is gut-barged fighting game, then look no further
Pick up club. If the Club marker is out of the trench) than the Fanatic website.
under an Ogre’s base he may pick it up. Win by blood loss (the 5 Gnoblars www.specialist-games.com/
Place it on the model. He may not do opponent sustains mordheim/archive.asp
this if he is Grabbed. six injuries)

Swing Club. This counts as a Pummel For example, if Drogrash beats Grasgh
attack but additionally inflicts a by barging him out of the trench,
Bloodied result on your opponent if it is Drogrash takes four of Grasgh’s
successful. Gnoblars for his own. If Grasgh wants a
rematch he must stump up another four
Throw Club. This counts as a to replenish his stake back up to five.
Bite/Gouge/Butt but can be performed Players may choose to wager
at any distance. The target must be in additional prize-Gnoblars at their whim
the trench and at least partially in front and can even arrange special odds or
of your Ogre, ie, a part of his base is in stipulations for these side bets. For
the same column of squares as his example, an Ogre player may bet his
opponent’s base. When an Ogre throws opponent mid-game that he will win in
the club you place the Club marker in some manner, betting a further Gnoblar
the last square it passes through before or two. If this bet is accepted the results
reaching the target. If the target is of this bet are added to the usual spoils
directly in front of your Ogre’s base of victory. Remember that there must
then you can choose which line of always be five Gnoblars from each
squares it passes down. player as a basic bet.
The status of a gut-barger is derived
Disarm. You may only perform a from the number of prize-Gnoblars that
Disarm if your opponent is Grabbed and he has. An Ogre with less than five
he has the club. If you hit with a normal Gnoblars can no longer compete and
attack, the club is hurled into the air the player should start a new Ogre with
and out of the arena. Roll a D6, on a 5 a starting stable of ten Gnoblars.
or 6 it hits a Gnoblar spectator, killing 1-10 Likely Lad. He’s got the gut for
him. This is not especially relevant but it but does he have the intestinal
is quite amusing. At the start of the next fortitude? A Likely Lad is a typical
turn the club will be thrown back into Bull with no particular reputation
the trench exactly as it is when the fight in the trench.
starts. If an Ogre is in the square where 11-20 Bully Boy. He’s got the scars and
it lands, he will catch it and may use it a gang of prize Gnoblars. Few
as described in this section but suffers a other Bulls are going to argue if
Bite/Gouge/Butt attack into the bargain he takes a bite out of their
– this automatically hits. Rhinox.
21-30 Champ. He’s talked the talk,
MEASURING THE STATUS walked the walk and consumed
OF YOUR GUT-BARGER several times his own bodymass
To enter the trench at all an Ogre must in unfortunate adversaries.
build up a stable of ten prize Gnoblars. 31-40 Bruiser. Even the Tyrant pays
These form the stake for his gut-barging attention when this Ogre steps
career. These may become the property into the trench. A legend in his
of his opponent depending on the tribe and the source of much
result. Each competitor must stake five gossip between distant bellowers.
Gnoblar slaves on each bout; the
PUNT-A-RUNT By Jake Thornton

Overview Once you’ve chosen your kick, roll the through the clouds, the rest saw that
The game can be played over any number of dice indicated. Doubles and putting a few bends in the course
reasonably clear field, and is often part triples indicate something bad has might not be such a bad idea. It is
of the victory celebrations after a happened (see below). The total is the played in a couple of sub-variants, but
battle. In fact, playing over a battlefield distance that the Gnoblar travels. Put the basic idea is the same: to punt
with its piles of dead and dying offers him that far down the table and move some runts around a winding obstacle
an excellent opportunity to grab a the Ogre up to meet him. course. If you want to use obstacles,
snack whilst waiting for your turn. simply take it in turns placing a piece
The game starts with the Ogres A double. The Gnoblar being punted of terrain to form a course.
grabbing three Gnoblars each and ruptures something important and The distance you move is dictated,
lining up facing downfield. It’s a dies. He can no longer be used, but as usual, by how far you punt the
competition to see who has the best leave him lying where he fell anyway Gnoblar, but this time you’ve got to get
boot and can punt the wriggly little (as decoration). The Ogre is round corners and between obstacles
fellers the furthest. But it’s not just a momentarily confused as he didn’t too. This makes judging your kick
one-off punt, any fool can do that, it’s a realise that Gnoblars contained accurately more important than sheer
five-punt challenge. Those of you that anything important. range. It also means that the direction
can count might have noticed that you of your kick is important. To avoid
only get three Gnoblars for your five Two doubles. Not only does the debate, turn your Ogre on the spot to
punts, and that is part of the cunnin’. Gnoblar being punted rupture face the direction he’s going to kick
Each time you punt a Gnoblar you something, but his mates are so upset before you roll your dice, and place a
walk to where he landed and see if by the sickening crunching sound your marker (coin, spare dice, etc) a foot or
he’s good for another punt (if they’re a boot made when it impacted his frail two away in the exact direction as an
bit scuffed nobody’ll mind, but punting torso that one of the them absconds aim point. The distance kicked is
a dead Gnoblar just isn’t done). too. The Gnoblar being punted is measured between the Ogre and the
Assuming either that the Gnoblar’s OK, dead, so lie him down. If you had any aim point.
or you have a spare from your starting other Gnoblars spare remove one of If a Gnoblar hits an obstacle then
trio, you punt again. When that lands, them. there’s a nasty/entertaining “splat!”,
you walk over to that one and so on. and he falls to the base of the
In this way each punt adds to the last Triples. You put so much enthusiasm offending obstruction, dead.
and it’s the Ogre that gets the furthest into your booting of the Gnoblar that One variant uses a three Gnoblar
with a maximum of five punts that’s you strain something you shouldn’t. limit, just like the normal game. The
the winner. If you run out of Gnoblars Sadly, it’s not the Gnoblar you’ve other allows an unlimited number of
or rupture something in your effort to broken this time and you need to sit Gnoblars, instead counting the number
make a big kick, then you have to stop. down. This Ogre can’t punt any more of punts required to complete the
You can still win if you’ve gone the Gnoblars today and once he’s course. This is the newest (and least
furthest, but you can’t carry on. staggered over to where the last one accepted) of the variants, which makes
landed he sits down to watch the it the most popular among rebellious
Starting Out others. He can still win if he’s gone the young Ogres.
Each player takes an Ogre model and furthest. And that’s pretty much it for
three Gnoblars and sets them up at the ‘classic’ Punt-a-Runt. Of course,
one end of the table, facing down its what with modern youth being the
length. All the Ogres should be in a disrespectful scallywags they are, they
line (having them start at the table couldn’t leave such a classic pastime
edge is the simplest way to do this). alone and have developed all manner
The player who looks the most like an of variations on this age-old theme.
Ogre goes first, and play proceeds The most popular of these are the
clockwise around the table. If you can’t ‘unlimited punts’ version and games
agree who’s impression is best, roll a played around obstacles.
dice to decide who starts.
Players take turns to boot a Unlimited Punts
Gnoblar. When it’s your turn, you take This is exactly the same as the normal
your next Gnoblar and decide how game and you still only get three
hard you’re going to kick it. Of course, Gnoblars, but you get to punt them
if you’ve got no Gnoblars left you can’t about until you break them all. There
do another kick. Assuming you have a is no five punt limit. Other than that
Gnoblar to hand, choose one type of it’s the same as described above.
kick (which can be different each time) Furthest travelled in total wins.
from the following table:
Obstacles
Kick the Gnoblar Distance This sprang up when Ogres tried
Really Hard 2D6" playing in areas where there simply
Harder Than That 3D6" wasn’t enough space in a straight line.
So Hard You Might Do 4D6" It took a bit of working out, but after
Yourself A Mischief the first few Ogres fell off the cliff
whilst watching their Gnoblars soaring

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