Ogres, Gnoblars and Pigbarter Folk Career Compendium

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About this supplement. merchant caravans following the Ivory Road.

Those
caught by the Owls are often strung up on the roofs
This is a fan-made supplement for Warhammer Fan- of the hunts, a gourmet treat for our fellow avian
tasy Roleplay 4th edition which adds three new policemen, the screams of of these unfortunates
species (Ogres, Gnoblars and Humans from Pigbar- serving as a warning to others who might feel temp-
ter) as well as 32 new career paths themed for the ted to raid the dirty stilt-shacks.
Mountains of Mourn and their surroundings, four of
each category of careers. All careers are made by Playing a Pigbarter Human
Leo E Gunnemarsson as are new talents, skills,
Playing a Pigbarter human is simmilar to playing a
mounts, equipment and spells associated with them.
Reikland human with the difference that the species
New tables for randomizing character creation is
skills and talents is replaced to the following.
also part of this.
Humans (Pigbarter)
Pigbarter
Skills: Animal Care, Sleight of hand, Gamble, Evaluate, Gossip, Haggle,
"Pigbarter is without doubt the foulest sewer of a Language (Any one), Language (Grumbarath), Lore (Ogres), Melee
rotting excuse for a town I have ever stepped into in (Basic), Ranged (Throwing), Ride (Hog)
all my eight years as a traveler of the world. The
Talents: Pigbarter Scum, Criminal or Dealmaker, Etiquette (Criminals),
whole place is choked with a fug of yellow, acrid-
2 Random Talents
tasting smoke from the River Ruin, slouching its way
past buildings on silt-like legs." New Talents:

—Reuben Kyte, Explorer and eventual Firemaster Pigbarter scum


of the Angry Fist Tribe Max:1
Pigbarter is a large, lucrative trading settlement Tests: Endurance to resist foul smell
located at the mouth of the River Ruin, known in
You grew up in the squalid trade-town of Pigbarter and speak
those lands as the Scalded Delta and a prime desti- the strange tongue of the place, a mix of various languages
nation spot for those following the Ivory Road. Pig- given their own insulting touch from the place. You speak this
barter is named as such because of a popular sport fluently (if such a thing can be claimed) and need never test to
which captivates the citizens of the trading town. Pig speak it nor do you need the skill ”Language (Pigbarter)”. As
this does not change the base setting you are still considered
-jousting as it is called is the most popular event,
able to speak and understand Reikspeil well.
where merchants and gamblers gather from all
around the settlement for a mile around. Pigbarter Names
The settlement itself is built above the foul, toxic The names of Pigbarter are often highly informal but
chemical waters of the River Ruin, built upon mas- it’s also quite common for humans from such a
sive silts which raise the settlment high into the air. place to just have a name from a land where their
Each habitation is rimmed with sharp shards of ancestors came from or have a slave-name from
glass and sharpened nail that have been hammered Ogre or chaos dwarf masters long-since escaped.
into the wood of the foundation timbers and sup- The examples here will be more in the line of the
porting beams, presumably to prevent nocturnal informal Pigbarter specific names.
raids from the Gnoblars that infest this benighted
Example Male names: Dieb, Ladro, Zéio, Duàngō,
town at ground-level. These beams are almost wit-
Fälscher, Falsario, Truffator, Bauernfäng, Piàn,
hout exception riddled with woodworms, centipede
Mánlì, Rohlin, Bruto, Schweineficker, Zhūhúndàn
and louse, and as a result a good third of Pigbarter's
buldings have collapsed to form a ramshackle floor Example Female names: Diebin, Ladra, Zéin,
of shantytowns housing said to be infested with Duànga, Fälscha, Falsaria, Truffatrix, Bauernfänga,
Goblins below the settlement. Piànza, Mánlìx, Rohlin, Bruta, Schweinefickerix,
Zhūhúndà
Quite how man and greenskin can coexist in this
manner is incomprehensible to many. Above the
buildings, large flocks of trained eagle-owls as large
as hounds are used by the town's inhabitants as a
way to deter any Gnoblar raiding parties from ste-
aling the goods and profits earned from traveling
Gnoblars Gnoblar, they are preyed upon by all and sundry.
They are often enslaved by Chaos Dwarf raiders,
""The sun took us to deep valley...below the sea of whom they are deathly afraid, and not without
of clouds... good reason. The most important step in Gnoblar
The world looked small...We would take it and ate evolution was the realisation that the Ogres dwel-
it all... ling in the Mountains of Mourn found them of more
use as slaves than sustenance. Before long, a
Little ones came from Hills, Green of Skin and
mass exodus of Gnoblars leaving their homelands
useful...
in the foothills saw the Ogre Kingdoms infested,
They were too stringy to eat, so we put them to with shanty towns springing up in every available
work..." nook and cranny. Since that day, the Gnoblars
—The Saga of the Ogres, as interpreted by Yohan have performed the menial tasks demanded of
the Honest (declared eaten) them by their Ogre masters, and in return, the
Ogres ensure that only a comparatively small per-
Gnoblars are a distinct subspecies of mountain or centage of Gnoblars meet a grisly and unfortunate
hill-dwelling Goblins that inhabit the mountains, death.
hills or shanty-towns of the Ogre Kingdoms and
the lowlands of Gnoblar Country to its southern Playing a Gnoblar
borders. They are similar to their Goblin cousins in Playing a Gnoblar follows the following special
many ways such as their cowardice, evil-minded rules
nature, cunning, and their familiar appearance.
Just like their Goblin cousins, they are also the Characteristics:
"slave" force of the Ogre race, acting as servants,
Weaponskill: 2d10+10
cannon fodder, ammunition or even food, ho-
wever, Ogres tend to not eat Gnoblars for they Ballisticskill: 2d10+10
think of them as too "stringy".
Strength: 2d5+10
These highly unpleasant creatures are possessed
of a malicious but limited cunning that entirely fails Toughness: 2d5+10
to make up for their lack of physical strength.
Their gnarled bodies are topped with large, bul- Initiative: 2d10+40
bous heads, and they have scrawny arms that end Agility: 2d10+20
in wide and dexterous hands. Despite their
slender frames, Gnoblars have a disproportionate Dexterity: 2d10+30
amount of strength in their legs and backs, having
been selectively bred for load-bearing by their Intelligence: 2d10+10
masters' tendency to tread on those who fail to Willpower: 2d10+10
prove themselves useful.
Fellowship: 2d10+10
The most remarkable feature of a Gnoblar is pro-
bably his nose, a massive protuberant lump that Wounds: (2xTB)+WPB
can smell an approaching predator before it has a
chance to pounce. This is complemented by an Fate: 3
acute pair of ears; large, triangular appendages
Resilience: 0
that swivel independently at the slightest sound. A
Gnoblar down on his luck will have them perked Extra Points: 3
up expectantly, perhaps to make himself larger
and more threatening. However, the Gnoblars Movement: 4
found out a long time ago that the best way to
make themselves look larger and more threa-
tening is simply to stand between the legs of a
well-fed Ogre.
Despite the fact there is very little meat on a
Gnoblar Traits Gnoblar Names
Gnoblars start with the following traits: The names of gnoblars are often short so they
and their ogre masters don’t forget them. Often
Size (Small)
with at least as many vowels as consonants (not
Gnoblar Talents that the gnoblars understand what that is) so that
they can easily be screamed in a high-pitched and
Gnoblars start with the following talents:
annoying manner.
Acute Sense (Hearing), Acute Sense (Smell),
Example names: Ma, Ni, Goo, Wi, Ju, Saa, Kii,
Beneath Notice, Combat Aware, Luck, Flee! or
Lulu, Hoohaa, Jipo, Ye, Food, Mee, You
Dirty Fighting, Strong Back, Sturdy, Wary,
Ogre-Friend
New Talents:
Wary
Max: Initiative bonus
Tests: Perception to detect stealth or discover am-
bushes
You are ever cautious, looking for threats to your life. When
you have the surprised condition the bonus to attacks against
you is +10 rather than +20.

Ogre-friend
Max:1
Dwarfs and Gnoblars
Tests: Language (Grumbarath) and Lore (Ogres)
You are a gnoblar, a slave-race to the Ogres. You can speak Dwarfs and Gnoblars do not get along gene-
Grumbarath fluently (but annoyingly high-pitched) and need rally. Hating greenskins and thieves it’s no
not test to do so. You also know the odd word in other ton-
surprise that dwarfs also hate the greenskin
gues and at the GMs discretion you can communicate in Re-
ikspeil well enough to talk to non-Grumbarath speaking PCs. thieves called gnoblars. The more traditional
In addition as long as you are with an allied ogre you ignore dwarfs will not suffer the presence of gnob-
the fear and terror trait of enemy ogres.
lars and will slay them given half a chance or
Gnoblar Skills at least drive them away if it’s impractical to
Skills: Sleight of hand, Perception, Intuition, Athletics, Climb, actually kill them (as dwarfs still recognize
Dodge, Endurance, Language (Pigbarter), Lore (Ogres), Melee they aren’t much of a threat). Some dwarfs,
(Brawling), Outdoor Survival, Perform (Beg for mercy), Stealth, espesially of younger holds, have however
Track, Ranged (Throwing)
needed to make deals with ogres and hire in
Greenskins with no goblin-tongue mercenary armies which bring gnoblars
along. Such dwarfs recognize that a gnoblar
You might notice that gnoblars in this game do not
with a master is usually kept under control
speak a language that lets them communicate with
and can be considered more like a pet than a
orcs and goblins. This is not a coincidence, once upon
foe meaning the grudges against greenskins
a time the gnoblars spoke such a tongue but that was
need not include them. After all orc boar
before they met the ogres. Within a few generations
boyz and goblin wolf riders have caused
of that meeting their old language was forgotten in
many grudges against the dwarfs but the
favour of the ogre tongue both because it was more
dwarfs have no grudges against boars and
useful and also because only the very brightest gnob-
wolfs, only their riders. If having PCs of both
lars have the mental capacity required to separate
type in the game it is good to discuss before-
between languages and understand the concept of
hand the dwarfs view of gnoblars to make
there being more than one (people speaking other
sure it works in-game.
tongues obviously just make weird noises as that is
fun).
Ogres symbol of status. A very poor Ogre would have a
simple hardwood bough for a club. A Tyrant on the
"The new mountains gave us shelter... We made fire other hand would wield a brutal looking bludgeon,
in their mouths... banded, studded and spiked with iron.
The tribes split the lands... The Tyrants roared and The Ogre Kingdoms are the rightful and sovereign
fought... domain of the large and brutish Ogre race. Wande-
There were many kingdoms... It was good for many ring tribes of Ogres can be found wrecking their way
winters... across the globe, erecting many strongholds and
plundering far off and exotic lands the likes of which
The tribes grew and grew too much. Now we follow
no man will ever see in their lifetime. Yet no matter
the sun once more..."
how far away they may be, all Ogres refer to the
—The Saga of the Ogres, as interpreted by scattered tribal kingdoms that dominate the slopes
Yohan the Honest (declared eaten). and river valleys of the Mountains of Mourn their
Ogres are monstrous humanoid creatures, with rightful, hard-earned homeland. It is here, amongst
large, powerful and corpulent bodies, and snarling, the frozen peaks and blistering blizzards that
brutish and seemingly neck-less heads. An average mighty Tyrants rule over their own brutal kingdoms,
adult male Ogre stands over ten feet tall, and is al- warring amongst each other, looting, extorting and
most half as wide at the gut. Ogres are often bald as ransacking all before them as a tribute to their own
a boulder, although are rarely without facial hair, gluttonous appetite and their ever-hungry God,
which are thought to be cultivated to capture the Great Maw.
morsels of food that escape the Ogre's mouth. Ogres have lived in tribes since their earliest days
Ogres worship a god they call The Great Maw, a on the plains. These bands allow Ogres to take
massive, seemingly bottomless pit of hunger in the what they want, whether in battle or on the hunt, as
world lined with rows of fangs. Ogres similarly are few can stand against a bulky wall of oncoming
voracious creatures which are never sated. Driven Ogres. A tribe can range in size from a few dozen
by hunger, they will eat anything they get their individuals to larger groups comprising many
hands on, including fellow Ogres. Cannibalism is a hundreds. Yet regardless of a tribe's size, it is orga-
natural part of the harsh and uncompromising Ogre nised according to a recognisable hierarchy and
society, and only adds to the Ogres' terrifying repu- follows proud Ogre traditions. To ensure their tribe
tation. stays strong, any weak or gangly offspring are wee-
ded out by throwing them into the caves as offerings
Ogre society is based upon one simple principle: to the Great Maw. It is a grim but practical outlook,
that might makes right. The strongest may take for Ogres require a lot of food and only those strong
whatever they like from the weaker, including life enough to hunt or fight can survive.
and limb. An Ogre who kills another Ogre in a fight
has, in the most effective way, shown himself the The Ogre Kingdoms are made up of hundreds of
stronger, and far from having committed any wrong- different tribes, each with their own ways and violent
doing, has merely demonstrated this principle and reputations. As Ogres are blunt and obvious, the
proven himself to be in the right. tribal name often reflects the most overt tribal traits.
For instance, the Skulltaker tribe have attained pro-
All forms of disputes, such as personal grudges, minence for their successful hunts, and the borders
land disputes and leadership challenges, are settled of their kingdom are well marked with the skulls of
by contests of physical strength - the most serious beasts so large they defy belief, while the Treeham-
questions being answered by contests in the form of mers tribe is known for carrying oversized clubs,
a lethal bout of pit-fighting. and the Bloody Fists are recognised by their
Ogres have strong nomadic tendencies, some ta- distinctive war-markings made from the blood of
king long journeys all around the Warhammer world, their enemies.
where they fight in mercenary armies or for any ge-
neral who will pay them in gold or sometimes even
food.
All Ogres have a club of some sort. This club is not
only a valuable weapon and hunting tool, but also a
Playing an Ogre Ogres in Civilized Lands
Playing an Ogre follows the following special rules.
Ogres are not neccesarily foes to civilization but
Characteristics: they clearly aren’t civilized. Their society is primi-
Weaponskill: 2d10+20 tive compared to those of men, elves and dwarfs.
Not all settlements turn ogres away, but many do.
Ballisticskill: 2d10+20
Those in the know see ogres as monsters that can
Strength: 2d10+30 be reasoned with, but that still makes them mons-
Toughness: 2d10+30 ters. When someone wants to hire muscle ogres
are welcomed with open arms but at other times
Initiative: 2d10+10
few want anything to do with them.
Agility: 2d10+20
Ogres do feel a strange connection to halflings ho-
Dexterity: 2d10+10 wever and the halflings in turn to them. It is a con-
Intelligence: 2d10+10 nection that goes beyond the ogres liking the hal-
flings food (though they indeed do like their food)
Willpower: 2d10+20
and is a kinship of some sort. Many times have a
Fellowship: 2d10+10 wandering ogre come to the aid of a halfling being
Wounds: (Strength Bonus +(2xToughness Bonus) threatened and as many times have a halfling
+Willpower Bonus) x2 stepped in to explain to an ogre that he is being
tricked into lower pay. It is almost as if the species
Fate: 0
were made to be together. Some claim they were,
Resilience: 1 that ’Old Ones’ created them when the world was
Extra Points: 1 young but that is a conspiracy theory as crazy as
that of empires of ratmen dwelling below ci-
Movement: 6
vilization.
Ogre Traits
Ogres start with the following traits: Ogre Names
Size (Large), Prejudice (Thin People), Hungry Ogre names are very varying in nature and most ogres have several.
Their first is the first sound their parents made upon seeing the newborn
and their second the name of their tribe of birth. After that more are
Ogre Talents added all the time and from all kinds of reasons. One or two childhood
names from their friends. A few from deeds they are proud of. A few
Ogres start with the following talents: adult names for what others call them. A few title names from their ca-
reers. And for some lucky ogres, a big name, one of the famous names
Berserk Charge, Implacable, that bring renown to their bearers earned through great deeds.Ogre
men and women have similar names but the mens names are louder.
New Talents: This is not really noticeable in written form but few ogres can read.
Tribal Customs Example first names: Arg, Hur, Hoh, Wa, Noh, Burp, Uhh, Hah

Max:1 Example tribe names: Gooldtooth, Thunderguts, Crossed Clubs, Son


of the Mountain, Feastmaster, Rock Skull, Blood Guzzler, Ironskin,
Tests: Social tests with your tribe Lazargh, Mountaineater, Eyebiter

Example childhood names: Bos, Dudzok, Grook, Crulgbuk, Dir-


You are an Ogre grown in an ogre tribe of some kind. You
tee,Furdihurr, Vrekki, Prook, Nangogg
speak Grumbarath fluently needing not test for it. In addition
you add one SL to gossip tests with ogres of your tribe. Example deed names: Gnoblarkicker, Rhinoxbreaker, Yheteefriend,
Stonebasher, Manmuncher, Dwarfboiler, Elffrier, Lizardluncher
Ogre Skills Example adult names: Skrag, Bragg, Bolgfogg, Greasar,Skrath, Golth,
Bruto, Grut, Jaugrel, Mordikk
Skills: Athletics, Climb, Consume Alcohol, Cool, Endurance, Intimi-
date, Lore (Ogres), Melee (Basic), Melee (Parrying), Outdoor Survival, Big names: Big names are only earned through play by doing an im-
pressive enough deed (GMs discretion). They refer to that deed in a
Track style like deed names. An ogre player counts his status as one step
higher towards ogres and gnoblars for each big name he has (rarely
more than one).
Status in the Mountains of Mourn nely cares for him and will actively look out for the
gnoblar. The gnoblar gets actual meals rather than
Status works different in different societies and scraps and is proudly displayed as one of the mas-
while the rules at their base is simmilar there are ters more prized possessions.
some differences.
Pigbarterfolk and Status
Ogres and Status
Status modifiers to charm, entertain, intimidate,
Status modifiers to charm, entertain, intimidate, gossip and leadership
gossip and leadership
Pigbarter folk count their status as one step lower to
Ogres ignore the penalties and bonuses from status folk with the seasoned traveller talent representing
when talking to non-ogres. When talking to other the towns reputation.
ogres they follow them as normal.
The Costs of Living
The Costs of Living
The costs of living are generally considered very
Brass: Apart from a simple club the ogre keeps as similar to those of humans from other lands.
his own in thick and thin pretty much all other
possessions are come and go. The ogre is unlikely
to own things he does not carry on him at the mo-
ment and it’s not certain he personally owns
everything he does carry on him. The ogre may or
may not own a gnoblar.
Silver: The ogre owns a proper club with metal-
parts and a gutplate that displays a tribal, religious
or personal mark. The ogre has a gnoblar slave (or
several) and some items of worth.
Gold: The ogre owns a club thats mostly or all metal
with ornaments on it. The ogre has a fine gutplate
showing who he is. The ogre has items of high va-
lue (preferably deadly ones) on constant display.
The ogre has plenty of gnoblar slaves and likely
some ogres following his orders.

Gnoblars and Status


Status modifiers to charm, entertain, intimidate,
gossip and leadership
The status bonus on leadership and intimidate only
applies against other gnoblars.
The Costs of Living
Brass: The gnoblar owns the items he grasps and
the clothes on his back as long as he can hold on to
them. The gnoblar gets to fight for foodscraps with
other ’unimportant’ gnoblars.
Silver: The gnoblar owns what he carries and if so-
meone tries to steal that he can run to his master
and actually expect protection. He gets first pickings
of scraps before the general brawl for them starts.
He is shown proudly on display by the master as a
valued pet.
Gold: The gnoblar owns what he carries and some
items safely placed in his home. His master genui-
Random Species Table Eye colour table

2d10 Pigbarter Human Ogre Gnoblar


1d100 Species
2 Free Choice Light Grey Yellow
01–86 Human (Reikland)
3 Jade Grey Bright Orange
87 Human (Pigbarter)
4 Milky white Pale Blue Orange
88–91 Halfling
5-7 Blue Blue Dark Orange
92–95 Dwarf
8-11 Pale Grey Green Bright Red
96 Ogre
12-14 Grey Hazel Red
97 Gnoblar
15-17 Brown Brown Dark Red
98 High Elf
18 Yellow-brown Copper Reddish Brown
99 Wood Elf
19 Bronze-tinted Dark Brown Reddish Grey
00 Gnome
20 Sickly yellow Black Grey

Height Table Hair colour table

Human Ogre Gnoblar 2d10 Pigbarter Human Ogre Gnoblar


(Pigbarter)
2 Blond Blond Hairless
4’8+2d10 9’10+3d10 1’11+3d10
3 Dark Blond Mousy Hairless
Age Table
4 Mousy Silver Hairless
Human Ogre Gnoblar
(Pigbarter) 5-7 Brown Grey Hairless

14+d10 15+5d10 2d10 8-11 Dark Brown Brown Hairless

12-14 Black Dark Brown Hairless

15-17 Dark Grey Black Hairless

18 Grey Black with stre- Hairless


aks of brown
19 Silver Black with stre- Hairless
aks of red
20 Sickly green and Black with stre- Hairless
falling off in pat- aks of silver
ches
Class Career Human Human Halfling Gnoblar Ogre Gnome
(Reiklander) (Pigbarter)

ACADEMICS Apothecary 01 01 01 - - 01

Butcher - - - - 01-02 -

Engineer 02 02 02 - - -

Firebelly - - - - 03-04 -

Lawyer 03 03 03-04 - - 02

Nun 04-05 04 - - - -

Physician 06 05 05-06 - - 03-04

Priest 07-11 06-07 - - - 05

Scholar 12-13 08-09 07-08 - - 06-07

Thiefstone Maker - - - 01-03 - 08-09

Tooth Gnoblar - - - 04-07 - -

Wizard 14 - - - - 10-14

BURGHER Agitator 15 10-11 09-10 08 - 15

Artisan 16-17 12-13 11-15 - - 16-17

Beggar 18-19 14-16 16-19 09 - 18

Eagle-Owl Trai- - 17-18 - - - -


ner
Imperial Ogre - - - - 05 -

Investigator 20 19 20-21 - - 19

Merchant 21 20 22-24 - 06 20-21

Pig-Jouster - 21-22 25 - - -

Rat Catcher 22-23 23-24 26-28 10 - 22

Shanty Fixer - - - 11-15 - -

Townsman 24-26 25-27 29-31 - - 23-28

Watchman 27 28 32-33 - 07 29
Class Career Human Human Halfling Gnoblar Ogre Gnome
(Reiklander) (Pigbarter)

COURTIERS Advisor 28 29 34 - - 30

Artist 29 30 35-36 - - 31

Bellower - - - - 08-12 -

Duellist 30 - - - 13 -

Envoy 31 31 37 - - 32

Luck Gnoblar - - - 16-21 - -

Name Gnoblar - - - 22-26 - -

Noble 32 - - - - 33

Noble (Self Ap- - 32 - 27 - -

Servant 33-35 33-35 38-43 - - 34-35

Spy 36 36 44 - - 36-40

Warden 37 37 45-46 - 14 41-42

PEASANT Bailiff 38 38 47 - 15 43

Bull - - - - 16-30 -

Hedge Witch 39 - - - - -

Herbalist 40 39 48-49 - - 44

Hunter 41-42 40-41 50-51 - 31-35 45-46

Miner 43 42 52 - 36 47-54

Mystic 44 43 - - - -

Pack Gnoblar - - - 28-40 - -

Rhinox Tender - 44 53 41-48 37-38 -

Scout 45 45 54 49 39 55-58

Torch-Gnoblar - - - 50-52 - -

Villager 46-50 46-50 55-57 - - 59-62


Class Career Human Human Halfling Gnoblar Ogre Gnome
(Reiklander) (Pigbarter)

RANGER Beasthunter - - - - 41-42 -

Bounty Hunter 51 51 58 - 43 63

Coachman 52 52 59-60 - - -

Entertainer 53-54 53-54 61-63 - - 64-68

Flaggelant 55-56 55 - - - -

Maw Pilgrim - - - - 44-46 -

Messenger 57 56 64-65 53 47 69

Pedlar 58 57-58 66-67 - - 70-75

Road Warden 59 59 68 - 48 -

Trapper - - - 54-60 - -
(Gnoblar)

Wanderer - - - - 49-55 -

Witchhunter 60 - - - - -

RIVERFOLK/ Boatman 61-62 60-61 69 - 56 76


SEAFOLK
Boglar - - - 61-65 - -

Huffer 63 62 70 - - -

Riverwarden 64-65 63 71 - 57 -

Riverwoman 66-68 64-65 72-74 - - 77-80

Ruin Algea Col- - 66-68 - - - -


lector
Ruin Trader - 69 - - - -

Salamander - 70 - 66 - -
Smacker

Seaman 69-70 - 75 - 58 -

Smuggler 71 71-72 76-79 - - 81-83

Stevedore 72-73 73 80-82 - 59 -

Wrecker 74 74 - 67-68 60-64 -


Class Career Human Human Halfling Gnoblar Ogre Gnome
(Reiklander) (Pigbarter)

ROGUE Bawd 75-76 75-76 83-85 - - 84-85

Chaos Ogre - - - - 65-66 -

Charlatan 77 77 86 69 - 86-90

Fence 78 78 87 70-73 - 91

Gnoblarrouser - - - 74-76 - -

Grave Robber 79 79 88 77-78 67-70 -

Outlaw 80-82 80-81 89 79 71-74 92

Scrapper - - - 80-85 - -

Slaver 83 82-83 - - 75-76 -

Racketeer 84 84 90 86 77-80 93-94

Thief 85-87 85-87 91-94 87-90 81 95-97

Witch 88 88 - - - -

WARRIOR Cavalryman 89-90 89-90 - - - -

Fighter - - - 91-94 - -

Guard 91-92 91-92 95-96 - 82 98

Irongut - - - - 83-84 -

Knight 93 - - - - -

Leadbelcher - - - - - -

Pit Fighter 94 93-94 97 95 85-97 -

Protagonist 95 95 - 96 98-99 -

Soldier 96-99 96-99 98-100 - 100 99

Slayer - - - - - -

Sword Gnoblar - - - 97-00 - -

Warrior Priest 100 100 - - - 100


Academic Career

Butcher tribe's feasts, celebrations in which all Ogres take


Ogre great pride. Around camp a Butcher is given a
wide berth, for it is best not to get too close in
Ogre Butchers are second only to Tyrants in terms case he is looking for extra ingredients, as fingers
of power and influence, for they not only the spiri- or whole limbs have been known to go missing. In
tual and magical representative of their tribe battle, however, Butchers are most often found
and god, but they are also the tribe's foremost right in the thick of the fighting, where they use
cooks. Through the gory ritual preparation and their cleavers and magic to great effect.
consumption of meat, Butchers channel a portion
New Talent:
of their fearsome deity's eternal hunger into feats
of magic. Invoking the single-minded strength of Gastromantic Power
their god, Butchers can instill unnatural vitality to Max: TB-1
their comrades, swelling the Ogres muscles and
toughening their skin. They can even turn their Tests: Endurance to consume food
wrath upon the enemy, causing bones to break or You can by eating the right things enhance your devotion in
the ground to open up and swallow their foes. magical ways. By consuming a blessings or miracles ingredi-
ent as part of casting it you can get +1 SLs to the test to cast
Although not as mighty as a Tyrant, a Butcher is per rank in this talent. If a blessing or miracle does not have a
an emissary of the Great Maw and is held in both listed ingredient count the ingredient as ’a fistfull of raw meat’.
awe and fear by his tribe. Butchers prepare all of a Note that some ingredients may be dangerous to consume
and you will then face the consequences of consuming them.
WS BS S T I Agi Dex Int Wp Fel
Skull Crossed Teutonic Teutonic Teutonic Shield
Cross Cross Cross
Halberds

Career Path
Meathacker — Silver 3
Skills: Cool, Consume Alcohol, Endurance, Intimidate, Lore (Ogres), Me-
lee (Basic), Pray, Trade (Butcher),
Talents: Bless (The Great Maw), Gastromantic Power, Resistance
(Poison), Craftsman (Butcher)
Trappings: Meat cleaver (counts as handweapon), Knife with the
Practical quality, Trade tools (Butcher), Bloody apron
Butcher — Gold 1
Skills: Entertain (Storyteller), Haggle, Intuition, Melee (Brawling), Melee
(Two-handed), Trade (Cook)
Talents: Invoke (The Great Maw), Craftsman (Cook), Hardy, Iron Jaw
Trappings: A practical larder of strange meats
Big Butcher — Gold 2
Skills: Athletics, Bribery, Climb, Lore (History)
Talents: Savant (Meat), Holy Hatred, Master Tradesman (Cook), Master
Tradesman (Butcher)
Trappings: The biggest meat cleaver in the area
Slaughtermaster— Gold 3
Skills: Leadership, Navigation
Talents: Resistance (Mutation), Robust, Tenacious, Holy Visions
Trappings: A massive cooking pot engraved with symbols of the Great
Maw

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Academic Career

Firebelly As will all other religious occasions in the Ogre Kingdoms,


this trial by fire begins and end with the act of ingesting so-
Ogre mething. First, the hopeful Ogre must gobble down an entire
cauldron full of flametoad and devilpepper curry; a repugnant
Firebellies are the roaring, blazing priests of the Ogre deity mixture also useful for ending protracted sieges. Even as his
known as the Fire Mouth. Quick to mirth and anger alike, gut burns, he must then catch one of the carthorse-sized fire
Firebellies are garrulous and vital individuals who are readily beetles that burrow through the lava streams and devour the
welcomed into any Ogre tribe. Fire burns within these larger- critter in a single sitting. It is the final task, however, that is
than-life prophets in a literal as well as metaphorical sense. deadliest of all.
Bald and broad, their ruddy skin glows from within, and their
Before being accepted and becoming a Firebelly, the aspirant
bare chests are tattooed extensively with symbols of destruct-
must drink the blood of the Fire Mouth. The supplement first
ion. When a Firebelly's wrath is roused, he can breathe out a
climbs atop the caldera of the titanic volcano. The sight of the
cloud of billowing flame so fierce that it can melt through
lake of bubbling, hissing magma below is impressive enough
chainmail in seconds.
to take the breath away, even before the sulpherous stench
Every year, dozens of Ogre pilgrims flock to the sides of the assails the nostrils. Many contenders flee at this point, but
Fire Mouth and announce their presence to the small but those with the courage to continue are slowly lowered on
influential tribe that makes its home in caves nestled into the thick chains inside the mouth of the volcano. The heat is such
volcano slopes. As magma courses down the sides of the that their hair is burnt from their bodies and their eyes boil in
Fire Mouth like drool from a Butcher's gob, the aspirants dare their sockets, but the truly faithful will persevere, scooping up
to undergo the gruelling Flame Trial -- a mysterious ritual held a skull-full of roiling lava. After being hauled back up to the
by the Firebelly tribe as their volcano god rumbles in his edge of the Fire Mouth, the Ogre must gulp the molten rock
sleep. down in a single draught. This last act is lethal even for the
most gastronomically inviolable Ogre; only those with the
blessing of the volcano god can survive.
WS BS S T I Agi Dex Int Wp Fel
Skull Teutonic Shield Teutonic Teutonic Crossed New Talent:
Cross Cross Cross
Halberds
Blessing of the Volcano God

Career Path Max: WPB

Volcano Worshipper— Brass 5


Tests: Endurance to resist fire

Skills: Cool, Climb, Endurance, Gossip, Outdoor Survival, Perform


You are blessed by the Fire Mouth to resist fire. W den you
(Firebreathing), Pray, Intuition
would take damage from or die of fire or lava you can test an
endurance test to ignore the attack or (or threat if it is not an
Talents: Blessing of the Volcano God, Fire Breath, Fearless (Fire), Re- attack) and instead get the ablaze condition once. If the en-
sistance (Heat) durance test fails you suffer the attack as normal and also
Trappings: Half a dozen torches
gets one ablaze condition. In addition you suffer one less
wound from being ablaze per rank in this talent (still to a mini-
Firebelly— Silver 1 mum of 1)
Skills: Art (Tattoo), Charm, Consume Alcohol, Intimidate, Perception Fire Breath
Talents: Bless (Fire Mouth), Distract, Resistance (Fire), Gregarious
Max: AB
Trappings: Flame-tattoos
Tests: Perform (Firebreathing) used to attack
Lava-chugger — Silver 3
You have trained to use your skills as a performer to kill those
Skills: Athletics, Entertain (Storyteller), Language (Any), Leadership that attack you. When using Perform (Firebreathing) to attack
Talents: Etiquette (Entertainers), Resistance (Lava and Magma), Public someone add your ranks in this talent to the damage caused.
Speaking, Invoke (Fire Mouth)
Blazing charisma
Trappings: Various jugs of flammable liquids
Max: FB
Legendary Firebelly— Gold 1
Tests: Perform (Firebreathing)
Skills: Evaluate, Play (Drums)
Most people would assume that being currently on fire would
Talents: Attractive, Frightening, Master Orator, Blazing Charisma
negatively impair a persons ability to talk to people but Fire-
Trappings: An earned ogre ’Big Name’ bellies somehow make it work. You add +10 to all social tests
for each Ablaze condition you are suffering while taking the
test.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Academic Career

Tooth-Gnoblar in a constant state of abject terror to maintain this


Gnoblar order. Those that survive often become sullen and
miserable, and many would have simply faded
The Tooth-Gnoblars are possibly the least envied away into the darker corners of the shanty town if
of the Gnoblars that serve a master. Butchers are it wasn't for the Butchers' uncanny ability to track
often served by slaves from many races, and em- them down and inflict horrific punishments that
ploy violence and torture as much for the simple last many days. In practice this has more to do
joy of cruelty as to maintain order. Despite this, with treacherous relatives than mystic powers.
many Gnoblars are keen to serve the Butcher, The last and most compelling reason not to
keenly aware that this status grants them free ac- become a Tooth-Gnoblar is that in the heat of
cess to the best food and opportunities to watch battle, a Butcher may decide an extra bit of crunch
the practice of Gut Magic. This optimism rapidly is necessary to spice up his Gut Magic, and he
disappears however. Although Gnoblars are not generally looks no further than his Tooth-Gnoblars
really slaves, most Butchers will not tolerate the for gastronomic assistance..
incompetence, anarchy and petty theft that most
New Talent:
other Ogres are too lazy to care about.
Bloody Good Ingredient
Gnoblars are a race hardened to brutality and de-
ath, cursed with a short attention span and chronic Max: Willpower Bonus
ineptitude, so a Butcher must keep their Gnoblars Tests: Channeling (Gastromantic Power)
WS BS S T I Agi Dex Int Wp Fel You have by working for an Ogre butcher come to be imbued
Teutonic
Cross
Skull Shield Teutonic
Cross
Teutonic
Cross
Crossed
by power of the Great Maw. You can be used as an ingredi-
Halberds
ent for the purposes of the ’Gastromantic Power’ talent for
any blessing or miracle. If you are used in such a way you
Career Path add a number of extra SLs equal to twice your ranks in this
talent (in addition to the normal bonus for using an ingredi-
Backup Ingredient— Brass 2 ent).

Skills: Intuition, Trade (Cook), Lore (Ogres), Dodge, Pray, Endurance, Me worship Maw too!
Trade (Butcher), Evaluate
Max: Willpower Bonus
Talents: Resistance (Poison), Resistance (Heat), Craftsman (Butcher),
Doomed Tests: Channeling (Gastromantic Power)
Trappings: Some spices hanged as necklaces You can use Channelling (Gastromantic Power) to help an
allied butcher (or any rank of its career) cast a blessing or
Tooth-Gnoblar— Brass 3
miracle. If your test succeeds they add one SL per rank in
Skills: Consume Alcohol, Cool, Perception, Melee (Basic), Swim, Chan- this talent to their next miracle or blessing. If the bonus isn´t
neling (Gastromantic Power) used within five minutes it is lost. Only one use of this talent
can boost each miracle or blessing.
Talents: Bloody good ingredient, Implacable, Hatred (Rodents), Strider
(Kitchen)

Trappings: Knife

Toothier-Gnoblar — Brass 4

Skills: Entertain (Storytelling), Haggle, Sleight of Hand, Climb

Talents: Hardy, Resistance (Mutation), Me worship Maw too!, Supportive

Trappings: Knife with the Practical quality

Toothiest Gnoblar— Silver 1

Skills: Intimidate, Haggle

Talents: Well-prepared, Pure Soul, Nimble Fingered, Resistance (Any


one)

Trappings: Knife with the fine quality

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Academic Career

Thiefstone Maker those abilities seem to come naturally and in-


Gnoblar, Gnome stinctively for a few chosen individuals rather than
be something that can be trained.
The creation of the enchanted items known as
New Talent:
thiefstones is shrouded in mystery, much because
gnoblars has neither a written nor oral history and Thiefstone
just kind of go along with whatever the ogres do. Max: None
Still there are some tales of the gifted Thiefstone
Makers of them. These stonecutters are claimed Tests: N/a
to have stolen the trade of thiefstone enchant- You have created a gnoblar (or gnome) thiefstone. This is a
ments from the gnomes. magical item giving the following special rules;

The gnomes in turn claim that their thiefstone en- • The stone grants the one that carries it Warding 7
against spells, blessings and miracles that would
chanters stole the trade from the gnoblars.
cause damage to it.
Whichever side first possessed the knowledge is
shrouded in mystery and both are believed to • The stone works as a magnet that magically pulls any-
thing of a vlaue of 1gc or higher towards it if held
have had this ability for thousands of years.
above it (it does not have the strength to wrest things
In both societies these individuals are appreciated from others grips or break chains but if the item is lay-
and respected for their abilities and in both cases ing there by itself it will surely detect it and pull it to-
wards it if held above.

WS BS S T I Agi Dex Int Wp Fel Note that the thiefstone you made is an item and thus can be
Crossed Skull Teutonic Teutonic Shield Teutonic
lost.
Cross Cross Cross
Halberds

Career Path
Mystic Stonecutter— Brass 5

Skills: Trade (Stonecutter), Intuition, Channeling (Ulgu), Language


(Magick), Stealth (Underground), Perception, Outdoor Survival, Climb

Talents: Detect Artefact, Craftsman (Stonecutter), Criminal, Coolheaded

Trappings: An ordinary but very pretty stone

Thiefstone Maker— Silver 2

Skills: Melee (Brawling), Stealth (Rural), Art (Engraving), Secret Signs


(Thief), Bribery, Dodge

Talents: Thiefstone, Magic Resistance, Well-prepared, Nimble Fingered

Trappings: A Thiefstone

Thiefstone Master — Silver 5

Skills: Language (Grumbarath), Language (Ghassaly), Ranged (Throwing),


Stealth (Urban)

Talents: Disarm, Magical Sense, Thiefstone, Fearless (Wizards),

Trappings: Items worth at least 20gc not counting any thiefstones you
own

Thiefstone Grandmaster— Gold 1

Skills: Lore (Ogres), Lore (Gnomes)

Talents: Etiquette (Gnomes), Etquette (Gnoblars), Wealthy, Thiefstone

Trappings: Items worth at least 40gc not counting any thiefstones you
own

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

Pig-Jouster least or bet against.


Pig-jousters consider themselves both actors
Human, Halfling and athletes and there is truth in this. Despite
the form of the contests being different there is
The greatest events in the city of Pigbarter are still skill required and the ’mockery of knight’
the Pig-jousts. These parodies of proper knight personas many take up in their acts make the
jousting offer both humour, violence and so- events highly popular as people laugh at the
mething to bet on making them highly popular poorly mimicked Bretonnian or Imperial ac-
with pretty much everyone in the city. cents and ’better than you’ attitude those silly
One should not confuse these events for the jousters show.
martial afairs that true knightly tournaments
and jousts are even though the tradition fri-
vously parodies and mocks them. These con-
tests includes games of chance, contests the
contestants don’t know about beforehand
(called ’Surprises’ in the sport and launched
when the crowd starts chanting ’surprise’) and
audience participation in the form of a nigh
endless stream of rotten food flung into the
arena as people try to hit the one they like the

WS BS S T I Agi Dex Int Wp Fel


Crossed Skull Teutonic Teutonic Shield Teutonic
Cross Cross Cross
Halberds

Career Path
Squiré de Hog — Brass 2

Skills: Ride (Hog), Perform (Clowning), Animal Care, Dodge, Entertain (Comedy),
Gamble, Lore (Pigbarter), Ranged (Throwing)

Talents: Ambidextrous, Distract, Mimic, Step Aside

Trappings: A mock squire-suit, a bucket of rotten food (to throw)

Pig-Jouster — Brass 5

Skills: Charm Animal, Language (Bretonnian), Consume Alcohol, Endurance,


Entertain (Acting), Melee (Cavalry)

Talents: Combat Reflexes, Dirty Fighting, Jump up, Trick Riding

Trappings: A large pig, A mock knightly ”armour”

Super-Ultra Knightly Grandmaster Supreme of the Pigs — Silver 1

Skills: Perform (Any one), Melee (Any one), Play (Any one), Language (Any One)

Talents: Carouser, Iron Jaw, Roughrider, Savant (Accents)

Trappings: Plate helmet with a stuffed or taxidermied animal spiked on top

Pig-Joust Director — Silver 5

Skills: Animal Training, Leadership

Talents: Embezzle, Etiquette (Merchants), Numismatics, Read/Write

Trappings: One set of fine clothing, official looking documents

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

Eagle-Owl Trainer sing of the citizens use the city as their hun-
ting ground and their trainers are as urban
Human as the beasts they train.

Eagle-Owls large as hounds are an important


part of Pigbarters defence against gnoblars
and invaders alike and as it is with deadly ani-
mals someone has to train them and hunt
gnoblars thieves and criminals through Pigbar-
ters stilted shanties using them.
These individuals have a fair bit of respect in
Pigbarter for the service they provide society
and the demand for Eagle-Owls never runs dry
for there are always more gnoblars to hunt.
What in other lands would be the job of rang-
ers in the wilderness is here the work of city-
folk for the Eagle-Owls are not, like most crea-
tures that dangerous, delegated to life on the
outskirts of society but instead, with the bles-

WS BS S T I Agi Dex Int Wp Fel


Shield Crossed Teutonic Teutonic Teutonic Skull
Cross Cross Cross
Halberds

Career Path
Eagle-Owl aide — Brass 3

Skills: Lore (Pigbarter), Climb, Animal Care, Animal Training, Charm Ani-
mal, Cool, Gossip, Perception

Talents: Strider (Rooftops), Catfall, Coolheaded, Lightning Reflexes

Trappings: Feather-brush, Leather Jack with the Durable Quality

Eagle-Owl Trainer — Silver 1

Skills: Stealth (Urban), Language (Grumbarath), Language (Cathayan),


Language (Bretonnian), Intimidate, Intuition

Talents: Animal Affinity, Fearless (Eagle-Owls), Implacable, Night Vision

Trappings: Eagle-Owl

Eagle-Owl Breeder — Silver 3

Skills: Haggle, Language (Any One), Evaluate, Gamble

Talents: Dealmaker, Nose for Trouble, Savant (Pigbarter), Well-prepared

Trappings: Four or more Eagle-Owls, One or more Eagle-Owl aides

Eagle-Owl Master — Silver 5

Skills: Bribery, Ranged (Any one)

Talents: Etiquette (Rangers), Hardy, Iron Will, Menacing

Trappings: An exceptionally well trained Eagle-Owl, Plate Bracers

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

shanty) and move it to the one hiring them to


Shanty-fixer install it. A similar view is held to pest control
Gnoblar where rather than try to fight the rats (an often
dangerous prospect) they lure them away with
In the ramschakle shanties hidden behind or food and throw that food into another building
under ogre-societies live many gnoblars. With to make the pests understand that there are
the lack of skill, talent, planning and quality better places to feed.
materials of the gnoblars it is no surprise fixing This lax view of duty and complete lack of
these shanties is a constant job in high de- work ethics has its sides however. While it
mand. This is where the shanty-fixers come in. usually works sometimes they get caught as
Gnoblars that specialize in fixing the many pro- they ruin for someone else and get beaten to
blems of such towns, or well, move them death and eaten. For this reason many Shanty
around at least. -fixers make sure to get themselves a patsy to
These shanty-fixers aren’t really interested in keep themselves safe.
fixing things permanently and build things to
last for not only is that hard work it also gives
them less jobs later on. Instead when they are
hired by a gnoblar to fix his shanty they simply
sneak away to another better holding shanty,
steal a wall (or whatever is broken in the
WS BS S T I Agi Dex Int Wp Fel
Skull Shield Teutonic Teutonic Teutonic Crossed
Cross Cross Cross
Halberds

Career Path
Shanty-Patsy — Brass 1

Skills: Stealth (Urban), Climb, Dodge, Intuition, Perception, Lore (Local),


Pick Lock, Gamble

Talents: Alley cat, Flee, Combat Aware, Distract

Trappings: Rags

Shanty-Fixer — Brass 2

Skills: Charm, Evaluate, Haggle, Trade (Carpenter), Charm Animal, Sleight


of Hand

Talents: Animal Affinity, Break and Enter, Dealmaker, Contortonist

Trappings: Craftsmans hammer, Craftsmans crowbar

Top Fixa — Brass 3

Skills: Art (Plagiarize), Athletics, Entertain (Demonize Patsy), Secret Sign


(Thieves)

Talents: Blather, Cat tongued, Craftsman (Any), Night Vision

Trappings: Brush

Proppa Top Fixa — Brass 5

Skills: Bribery, Consume Alcohol

Talents: Diceman, Luck, Nose for Trouble, Panhandle

Trappings: Bag of borrowed or stolen tools

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Burgher Career

Imperial Ogre Still some find it strangely worth it. Most-


because they find Imperial cousine and beer
Ogre really good, some because they like the way
Imperial weapons go boom when you fire
Most ogres are born in the distant Ogre King- them, some for even stranger reasons.
doms and while it is common for them to be It is difficult for an Ogre to become fully ac-
away in other lands large parts of their lives cepted as an imperial citizen but it does hap-
few would abandon these homelands com- pen.
pletely, feeling compelled to return at some
point. New Talent:
Official Citizen of the Empire
Most but not all. There are Ogres that try to
settle down in the empire and learn the custom Max: 1
of the small little humans. It’s a gruelling task Tests: Any social tests to Imperial citizens
having to remember being the boss isn´t about
Despite being an ogre you have managed to become an offi-
strength. That laws aren´t just what the boss cial citizen of the empire and seen as more than just a visiting
makes up. That you can’t (despite it being monster allowed because it would be impractical to kill you.
true) state that the Ogre gods are better than You count as an Imperial citizen in all respects and have
documents to prove it. This means that stealing from you or
the human ones. That ’Because I could’ isn’t a hurting you carries the same legal consequences as doing so
valid reason for eating someone. It is enough against a human and that you get all advantages and re-
sponsibilities of citizenship in the Empire.
to give any ogre a headache.
WS BS S T I Agi Dex Int Wp Fel Free Company
Max: 1
Skull Crossed Teutonic Teutonic Shield Teutonic
Cross Cross Cross
Halberds

You have taken up a contract in the Free Companies of the


Career Path Empire to attone for your crimes. When you take this talent
remove all ranks in the Criminal talent (without paying to re-
Empire enthusiast — Brass 1*
move them) and gain 2d10 Silver Schillings.
Skills: Lore (The Empire), Athletics, Haggle, Melee (Basic), Consume Alcohol, Cool,
Row, Language (Reikspeil)**

Talents: Free Company, Carouser, Etiquette (Halflings), Savvy

Trappings: Hat with feather, codpiece

Imperial Ogre — Brass 5*

Skills: Gossip, Intuition, Lore (Local), Ranged (Blackpowder), Ranged (Explosives),


Melee (Any), Trade (Cook)

Talents: Doomed, Etiquette (Common citizens of the Empire), Resistance (Taunts),


Unshakable

Trappings: Full set of clothing in Imperial middle-class style or official looking state
troop uniform

Ogre Citizen — Silver 1

Skills: Charm, Evaluate, Ranged (Engineering), Secret Sign (Mercenary Guild)

Talents: Official Citizen of the Empire, Drilled, Etiquette (Soldiers), Suave

Trappings: A feeling of truly belonging in the Empire

Ogre des Reiches — Silver 3

Skills: Language (Any), Lore (Law)

Talents: Etiquette (Guilders), Gunner, Read/Write, Savant (Food of the Empire),


Rapid Reload

Trappings: Several Imperial friends

*Representing what’s left after food and fines.

**If the game is set in the empire replace this with Language (Local Slang)
for the city or village where the ogre lives.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

they are ”lucky” enough to survive longer than


Luck Gnoblar most and seem a bit healthier overall as if they
had a better diet and less hardships than other
Gnoblar gnoblars.
Since their job is to be lucky charms the gnob-
Ogres often come to the point where they lars don’t really work, they just kinda hang
believe certain long-lived pet Gnoblars are around.
lucky charms. Occasionally, this proves to be
true; after all, it can be considered lucky when New Talent:
a foe's blade opens up a pet Gnoblar's skull Lucky Patient
rather than the Ogre's throat. But it doesn’t Max: WPB
seem to be pure superstition, owners of such
Tests: Special, people using the heal skill on you
gnoblars truly seem to be luckier than other
get the skilltest benefit rather than you
ogres.
Somehow you always get the best doctors when someone tries
As a result ogres take far better care of such to fix you up. You can use your fortune to allow people using
gnoblars than most of their kin. Making sure heal on you to reroll or add +1SL to a test after it is rolled just
as if you yourself was using the skill.
they get better food and aren’t accidentally kill-
led, further fuelling their reputation as lucky as Lucky Seat
Max: 1
WS BS S T I Agi Dex Int Wp Fel Tests: Dodge while on a mount or vehicle
Somehow you always get the best seat on vehicles. Your seat
Shield Skull Teutonic Crossed Teutonic Teutonic
Cross Cross Cross
Halberds
in a vehicle is always more comfortable than the rest and you
suffer half damage from being part of a crash.
Career Path
Maw take the map
Fortunate Pet — Silver 1
Max: IB
Skills: Charm, Charm Animal, Dodge, Evaluate, Intuition, Lore (Ogres),
Sleight of Hand, Gamble Tests: Navigation
Talents: Animal Affinity, Luck, Sixth Sense, Supportive Looking at maps and remembering ways is kinda hard work
and often completely unneccesary. Just trod off in a random
Trappings: Rags with the fine quality or a cape with the ugly quality
direction and you usually end up right. As an additional use for
Luck Gnoblar — Silver 2 fortune points you can use them to automatically succeed a
Navigation test, this must be decided before rolling.
Skills: Bribery, Consume Alcohol, Cool, Perception, Ranged (Throwing),
Stealth (Any) Lucky break in
Talents: Cardsharp, Diceman, Resistance (Disease), Orientation**
Max: DexB
Trappings: A reputation for being lucky
Tests: Pick Lock when lacking proper tools
Lucky Git — Silver 3
Picking a lock is difficult work so it’s fortunate so many people
Skills: Entertain (Storytelling), Navigation, Play (Horn), Secret Signs (Any) forget to lock their doors. As an additional use for fortune points
Talents: Lucky Seat, Lucky Patient, Blather, Savant (Important inform- you can before picking a non-magical lock spend one to decide
ation overheard through shear luck) that the door isn’t locked as the person that was supposed to
lock it forgot.
Trappings: Something real shiny
Lucky Ricochet
Real Lucky Git— Silver 4

Skills: Perform (Luck Displays)*, Pick Lock


Max: BSB
Talents: Maw take the map, Lucky break in, Lucky Ricochet, Briber Tests: Ranged (Any) when outnumbered
Trappings: A reputation for exceptional luck The fun thing with ranged attacks is that sometimes the shots
bounce around a bit. As an additional use for fortune points you
*Luck displays are acts like flipping a coin twenty times and calling it every time,
having a crowd throw rotten fruit at you while standing still and have every throw
can spend one after using a ”Ranged” test you did not re-roll to
miss or playing a round of cards without looking at them and still winning. If this is have it ricochet and hit a target of your choice (if the original
through true luck or cheating is left unsaid. attack hit the new target must be another one) dealing the
weapons base damage but no SL bonus.
**By pure guessing rather than signs, still confers the same bonus.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

Name Gnoblar ogre easily gets annoyed at them and eat a few and
replace them with new recruits. Some are however
Gnoblar skilled at remembering titles and learn to rabble the
whole line by themselves. These title rabblers often
Some Ogres have almost comically long and over- find themselves in far smaller companies with far
complicated names, but these mighty individuals more status. Something that inevitably goes to their
invariably have enough status to keep Name Gnob- head making them think of themselves as far more
lars around to remember the Ogre's title. Gnoblars charismatic and intelligent than they really are. So-
are not too bright and also forget these titles at mething that naturally tend to lead to their demise in
time, even when it’s their only job. Thus many hillariously over-confident ways.
ogres add ever bigger entourages of name gnob-
New Talent:
lars to keep check on their ever growing list of titles.
My boss can beat your boss!
While the idea behind them would be that of a he-
rald speaking a title it’s in practice often more of a Max: 1
gaggle of gnoblars fighting over what the titles Tests: -
where and screaming over each other as they
You serve a mighty Ogre tyrant, a creature able to wrsetle gi-
remember yet another of the many titles. Thus the ants, hunt down mammoths, scale the highest peaks unaided
and much more before dinner. As long as you are near an ally
which causes fear you ignore the fear rule of everything with an
equal or lower fear rating than your fear causing ally.
WS BS S T I Agi Dex Int Wp Fel
Teutonic
Cross
Crossed
Halberds
Skull Teutonic
Cross
Shield Teutonic
Cross
Shantytown Bully
Max: Fellowship Bonus
Career Path Tests: Intimidate to people with lower status
New Name Gnoblar— Brass 1 You serve a mighty Ogre tyrant, the best boss in the whole
tribe, this automatically makes you superior to all other ogre
Skills: Charm, Gossip, Lore (Ogres), Melee (Brawling), Sleight of Hand,
slaves, something you love rubbing in their faces. When de-
Dodge, Language (Tilean), Trade (Shiv-making)
aling with others you may count the status of your ogre master
Talents: Blather, Dirty Fighting, Distract, Resistance (Strangling) as your own status as long as those you deal with have heard
of your master.
Trappings: Piece of cloth with ogre masters marking

Name Gnoblar — Brass 4

Skills: Intimidate, Language (Reikspeil), Language (Cathayan), Language


(Battle Tongue), Language (Khazalid), Play (Horn)

Talents: Argumentative, Hardy, Hatred (Other Name Gnoblars), Iron Jaw

Trappings: Horn or scary looking shiv (or a combination of the two)

Title Rabbler — Silver 2

Skills: Entertain (Storytelling), Evaluate, Haggle, Secret Signs (Any)

Talents: Linguistics, Mimic, Savant (The deeds of your ogre master),


Shantytown bully

Trappings: Hat with the ugly quality

Entitled Title Rabbler— Silver 2

Skills: Consume Alcohol, Cool

Talents: Fearless (People you haven’t heard of), Carouser, Unshakable,


My boss can beat your boss!

Trappings: An absurd sense of self-worth

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

New Talent:
Bellower Boss wants it done ya maggots!

Ogre Max: SB
Tests: Any entertain (Bellowing) to pass on orders
The Many Ogre units don't have musicians that
You are not a leader in your own right but that doesn’t mean
carry an instrument, such as a drum. Although people don’t listen, heck with the volume you use not actively
crude instruments are used, some Ogre 'musicians' listening doesn’t really stop your orders from getting through.
belong to a special caste known as Bellowers. As You can use Entertain (Bellowing) instead of Leadership to
their name implies, a Bellower's instrument is his give (or pass on) orders. This requires you to bellow them at
the top of your lungs so obviously can’t be used to whisper
voice and lungs, with which he can make an incre-
instructions or simmilar.
dible noise, even if only another Ogre would find it
musical!
Some of these are little more than ”musicians” for
feasts and warfare but some become far more,
becoming a bit akin to the first mates of ships,
shouting out the orders of their leader, reminding
people what they are supposed to do and helping
their boss to keep check.

WS BS S T I Agi Dex Int Wp Fel


Teutonic Teutonic Crossed Shield Skull Teutonic
Cross Cross Cross
Halberds

Career Path
Loud One — Brass 2

Skills: Entertain (Bellower), Athletics, Consume Alcohol, Endurance, Melee


(Basic), Melee (Parrying), Entertain (Belching), Charm

Talents: Carouser, Iron Jaw, Public Speaker, Suave

Trappings: An impressive voice

Bellower — Brass 5

Skills: Cool, Intimidate, Language (Battle Tongue), Lore (Ogres), Melee (Two-
handed), Climb

Talents: Attractive, Menacing, Hardy, Tenacious

Trappings: A mighty bellow

Crushers Second — Silver 2

Skills: -Navigation, Perception, Intuition, Language (Any)

Talents: Boss wants it done ya maggots!, Inspiring, Supportive, Well-


prepared

Trappings: The trust of an ogre unit leader or a mercenary captain

Bruisers Second— Silver 4

Skills: Leadership, Secret Signs (Mercenary Guild)

Talents: Drilled, Etiquette (Ogre leaders), Frightening, Iron Will

Trappings: The trust of an ogre bruiser or a mercenary commander

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Courtier Career

Noble (Self appointed) itself whatever it feels like. Often treating that rich
bastard with respect when it’s around (and with
Human (Pigbarter), Gnoblar mockery when it isn’t).
In the town of Pigbarter too is self-appointed nobility
There are places and peoples in the world that do
allowed though it’s not truly self appointed as it
not recognize nobility or a need to pay people for
actually comes with a fee and a document here. In
being born better than them. This in itself is all good
Pigbarter anyone can buy a noble title from the
but there are people in those places that still want to
state and the titles themselves are meaningless
deem themselves of finer birth and better bearing
(though people that do not know of Pigbarter may
than others and get all the benefits (though rarely
be impressed by the noble title). This started as a
the responsibilites) of nobility. Claiming noble blood
get-rich scheme by a mayor about century ago but
where there is none. In most places such people get
has since then grown as people have learnt some
viciously ridiculed and beaten. But there are except-
creative uses for it mainly concerned with tricking
ions where this faux aristocracy is allowed.
visitors to think they are important.
In the shanty towns of the gnoblars most titles are
self-appointed or possibly ogre-associated so some-
one stating nobility is tolerated and if the gnoblar in New Talent:
question has been able to acquire wealth to go with Dubious Noble titles
it most gnoblars even find it natural it gets to call
Max: FelB
WS BS S T I Agi Dex Int Wp Fel
Shield Crossed Skull Teutonic Teutonic Teutonic
Tests: Bribery to convince someone you are a noble
Cross Cross Cross
Halberds
You have noble titles that can be difficult to prove the actual
Career Path uselessness of. When talking with someone without ”Lore
(Heraldry)” you may count your status as ”Gold X” where X is
Aristocrat (Self Appointed) — Brass 3 your ranks in this talent.

Skills: Charm, Bribery, Consume Alcohol, Dodge, Entertain (Acting), Shantytown Bully
Haggle, Evaluate, Gamble
Max: Fellowship Bonus
Talents: Suave, Briber, Cat-tongued, Etiquette (Nobility)
Tests: Intimidate to people with lower status
Trappings: Two sets of fine clothing
You serve a mighty Ogre tyrant, the best boss in the whole
Noble (Self Appointed)— Brass 5
tribe, this automatically makes you superior to all other ogre
Skills: Lore (Ogres), Lore (Pigbarter), Language (Grumbarath), Language slaves, something you love rubbing in their faces. When dealing
(Pigbarter), Cool, Melee (Fencing) with others you may count the status of your ogre master as
your own status as long as those you deal with have heard of
Talents: Dubious Noble Titles, Read/Write, Carouser, Schemer
your master.
Trappings: Three sets of fine clothing, Two pieces of jewellery

Count (Self Appointed) — Silver 1

Skills: Entertain (Storytelling), Perform (Dancing), Lore (Heraldry),


Ranged (Blackpowder)

Talents: Artistic, Etiquette (Military Officers), Feint, Blather

Trappings: A servant

King (Self appointed)— Silver 2

Skills: Entertain (Sing), Leadership

Talents: Fast Shot, Wealthy, Riposte, Etiquette (Diplomats)

Trappings: A gold crown, a herald

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

Bulls have a bully mentality that pushes them to take as


Bull much as possible. The only way to stop their aggression
is a show of superior force even greater than them.
Ogre But even though an ogre bull tends to be excited to get to
use their strength to take what they need from weaker
species not everything is fighting and just because that is
For Ogre Bulls is a term used to describe all the fighting-
what other nations know best about ogre bulls its usually
age, adult male Ogres within a tribal kingdom or society
not what they spend most of their time doing. A lot of the
without better ranked jobs, an unwashed mass of muscle
day to day is about gathering food, be it by picking
and fat that can flatten landscapes as well as towns and
whatever edible stuff they can track or by aiding an ogre
villages when they gather in horrificly large numbers. Big,
hunter in his hunts. In addition to that the bulls are ex-
brutish and extremely violent, Ogre Bulls are simple and
pected to raise tents when the tribe moves, deal with un-
straightforward creatures; they know what they want and
ruly gnoblars and do whatever menial tasks more im-
use their brawn to take it.
portant ogres want them to do.
Most Bulls don't do contemplative head scratching, pre-
As ogre focus tends to be lacking overseers are badly
ferring to smash things they don't understand. The
needed, these are known as Crushers for their ability to
straightforward bull-charge is their favored way to smash
crush any ideas of slacking off. Half foreman, half military
any opposition and greedily grab what they like. And what
sergeant these individuals are the strongest of a group of
Ogres want is power, respect, wealth and, perhaps most
bulls. This is a pure fact as that is how they are chosen.
of all, an endless supply of meat to feast upon. It is the
The strongest of these crushers are often chosen by the
Ogre way to take more than their share, in fact, most
tyrant as his bruisers.
Ogre Bruisers usually act as enforcers or under-
WS BS S T I Agi Dex Int Wp Fel
chieftains within their tribal kingdom, and they spend a
great deal of their time smashing and pummeling in the
Crossed Teutonic Teutonic Teutonic Skull Shield
Cross Cross Cross
Halberds
name of their Tyrant. As a payment for using their figh-
ting skills and brawn, Bruisers have many privileges in
the tribe. Not least of these is the license to smack se-
Career Path ven shades of dung out of any Ogre not toeing the line,
not eating messily enough, or spending too much time
Calf — Brass 1
playing with his Gnoblars.
Skills: Lore (Ogres), Athletics, Outdoor survival, Climb, Consume Alcohol,
Dodge, Gossip, Entertain (Belching) This bullying behaviour doesn't make them popular with
the rest of the tribe, though most Ogres have learnt that
Talents: Carouser, Distract, Flee!, Resistance (Cold)
it's better to keep their mouths shut -- at least while the
Trappings: Gutplate Bruiser is within hearing distance, anyway. Occasionally
Bull— Brass 5 an Ogre will fight back, and in the unlikely event that he
wins the resulting brawl, he will be allowed to take the
Skills: Endurance, Melee (Basic), Melee (Parrying), Melee (Brawling),
Bruiser's place. This right of challenge serves to keep
Trade (Cook)
the Bruisers in line, and ensures that they don't take too
Talents: Berserk Charge, Implacable, Iron Jaw, Sturdy much advantage of their privileged position.
Trappings: Handweapon (Club), Handweapon (Club) or Ironfist

Crusher — Silver 2
Female Bulls?
Skills: Cool, Intimidate, Leadership, Language (Battle Tongue) Female ogres are known as cows rather than bulls
Talents: Disarm, Furious Assault, Inspiring, Iron Will and given completely different responsibility, mainly
Trappings: Group of Ogre bulls to stand by their bull. If you wish to play a classic
Bruiser— Gold 1
ogre cow use this career and never leave the first
rank. However there is nothing wrong with playing a
Skills: Melee (Any), Ranged (Any)
female ogre through this career in full and the rules
Talents: Combat Master, Commanding Presence, Fearless (Smaller foes),
Frightening allow any career to be played by any gender. It’s
Trappings: Gutplate with the fine quality or banner
very rare for female ogres to manage such a career
but as long as the tyrant allows it no-one else can
forbid you.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

protects the Rhinox from the elements and all but


Rhinox Tender the most horrendous of damage. Doubtless, some
of their fearlessness also stems from the creature's
Gnoblar, Ogre, Human obstinate ways. However, the notoriously bad
eyesight of the Rhinox certainly factors into its pen-
chant for walking blindly into precarious situations.
One of the most famous animals of the ogre king-
These highly dangerous and aggressive creatures
doms is the rhinoxen. Large and dangerous horned
are the by far most common beasts of burden used
beast that will lower its head and ram anything in
by ogres and gnoblars alike. Used to drive their
its way, even the most massive of creatures,
carts as well as being farmed to be slaughtered
Rhinoxen can be found living in the Mountains of
and even used for warfare. Groups of gnoblars and
Mourn, where they roam the snowy slopes and
ogres in each tribe takes care of these beasts, a
thunder through the passes in small, but formi-
job far more glamorous for gnoblars than for ogres
dable, herds that are given a wide berth by all but
who often grumble about it being too menial and
the most ferocious or desperate of predators.
beneath them.
A herd of Rhinoxen will never willingly alter its path
for anything— be it rockfall, weather, or monstrous
predator. Some of this has to do with their own
tough nature, as thick skin and shaggy, coarse hair

WS BS S T I Agi Dex Int Wp Fel


Shield Crossed Teutonic Skull Teutonic Teutonic
Cross Cross Cross
Halberds

Career Path
Rhinox Feeder — Brass 3

Skills: Animal Care, Charm Animal, Climb, Cool, Dodge, Intuition, Out-
door Survival, Lore (Rhinoxen)

Talents: Animal Affinity, Beneath Notice, Combat Aware, Coolheaded

Trappings: Bucket filled with moss

Rhinox Tender — Brass 5

Skills: Consume Alcohol, Endurance, Lore (Ogres), Melee (Basic), Per-


ception, Track

Talents: Distract, Fearless (Rhinoxen), Flee!, Lightning Reflexes

Trappings: Rhinox brush

Rhinox Driver — Silver 2

Skills: Animal Training, Drive, Haggle, Navigation

Talents: Crack the whip, Iron Jaw, Jump up, Orientation

Trappings: Rhinox cart, rhinox

Rhinox Rider— Silver 5

Skills: Melee (Cavalry), Ride (Rhinoxen)

Talents: Hardy, Iron Will, Resolute, Warrior Born

Trappings: Rhinox with saddle and harness

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

and just keep their heads down to not draw unwan-


Pack Gnoblar ted attention and get eaten. In fact so good at this
are many pack gnoblars that ogres often forget
Gnoblar about feeding them or bringing them inside when
they arrive to their destination, causing a fair few to
starve, freeze to death or get eaten by predators.
As ogres are vastly stronger than gnoblars one The fact that they tend to be under heavy packs, not
would assume that the ogres would be the ones uncommonly of furs or other things comfortable to
carrying heavy loads and lug around the tribes sup- sit on, cause a fiar few ogres to accidentally sit on
plies but then you forget one very important detail. them as well.
They can force someone else to. Thus came to be
the pack gnoblar, one of the more common jobs
among gnoblar kind they are used basically as pack
animals forced to carry heavy loads and do little
else.
With no mental capacity really required for the job
pack gnoblars are very easy to replace. Something
both ogres and gnoblars know so the pack gnoblars
learn to be disciplined enough to make few mistakes

WS BS S T I Agi Dex Int Wp Fel


Teutonic Teutonic Shield Teutonic Crossed Skull
Cross Cross Cross
Halberds

Career Path
Luggin Gnob — Brass 1

Skills: Athletics, Climb, Cool, Endurance, Evaluate, Stealth (Rural), Swim,


Track

Talents: Beneath Notice, Strong Back, Sturdy, Very Strong

Trappings: Large Backpack

Pack Gnoblar— Brass 2

Skills: Charm Animal, Intuition, Navigation, Ranged (Throwing), Trade


(Rope twinning), Sleight of hand

Talents: Etiquette (Pack Animals), Relentless, Resistance (Cold), Stone


Soup

Trappings: 4 encumberance worth of pack

Pack Lugger— Brass 3

Skills: Animal Care, Perception, Language (Battle Tongue), Perform


(Juggling)

Talents: Strider (Any), Fleet Footed, Iron Jaw, Seasoned Traveller

Trappings: 8 Encumberance worth of pack

Cart loader— Brass 4

Skills: Consume Alcohol, Drive

Talents: Hardy, Resistance (Being sat upon), Robust, Strider (Any)

Trappings: Wagon, 12 Encumberance worth of pack

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Peasant Career

smouldering limbs.
Torch-Gnoblar These initiation rituals eventually led to the game
of 'Bang'. 'Bang' involves a small pitch and
Gnoblar
between six and ten Gnoblars (any more is waste
of black powder unless it's a special occasion).
Torch-Gnoblars are the servants and igniters of
Each Gnoblar has a small box of black powder
many Ogre Leadbelchers. These unfortunates are
with a fuse tied to their backs; they are then all
carried into battle on the shoulders of their mas-
given a burning torch and the fun begins. The less
ters, lighting the black powder of the Leadbelcher
intelligent Gnoblars set to in a flurry of kicking and
cannon when the master commands so he can
biting, with predictable and devastatingly loud re-
concentrate on holding it the right way round.
sults. Eventually, all the surviving Gnoblars will
Most bear the scars of at least one explosion and
learn that black powder goes 'bang' when in con-
what clothes and possessions they have
tact with flames. Those that learnt this by making
scavenged are often burned and blackened.
someone else go 'bang' will be accepted by the
A Gnoblar's unique blend of curiosity and stupidity
Leadbelchers as pet Gnoblars. Those that learn a
does not mix well with black powder. The Leadbel-
fraction of a second after going 'bang' get to take
chers find this highly amusing and often have ac-
part in the victory feast in a different way.
ceptance rituals for new Gnoblars involving black
power that leave all but the luckiest as a heap of Some few gnoblars survive long in this role and
become somewhat skilled with making other
things go bang, learning to use crude blackpowder
devices by themselves. Normally a leadbelcher
WS BS S T I Agi Dex Int Wp Fel
wouldn’t waste such weapons by letting a gnoblar
Skull Teutonic
Shield Teutonic Teutonic Crossed
Cross Cross
use them but the hillarity of a proud enemy hero
Cross
Halberds

getting his face blown off by a crude gnoblar


Career ath P thrown explosive makes up for the somewhat
wasteful use.
Torch lugger — Bronze 2
New Talent:
Skills: Athletics, Cool, Dodge, Endurance, Perception, Sleight of Hand, Trade
(Torch-maker), Gamble Powder-packer
Talents: Doomed (You’re gonna explode), Lightning Reflexes, Nimble Finge- Max: DexB
red, Unshakable

Trappings: Half a dozen torches


Tests: Extended tests to reload a blackpowder
weapon
Torch-Gnoblar — Bronze 4
You can take a special action to help reload a blackpowder
Skills: Climb, Intuition, Language (Battle Tongue), Lore (Blackpowder), Per- weapon of you or an ally. This contributes a number of SLs to
form (Juggler), Entertain (Mimic explosion sounds) the extended test equal to twice your rank in this talent.
Talents: Powder-packer, Step Aside, Tinker, Iron Jaw

Trappings: Small container filled with blackpowder

Grand Igniter — Bronze 5

Skills: Consume Alcohol, Evaluate, Trade (Pyrotechnics), Ranged (Throwing)

Talents: Catfall, Hardy, Well-prepared, Sturdy

Trappings: Torch with the fine quality

Gnoblar Bang-maker — Silver 1

Skills: Ranged (Explosives), Perform (Pyrotechnics)

Talents: Fearless (Bows and Crossbows), Sure Shot, Craftsman (Pyrotechnics),


Sharpshooter

Trappings: 3 Incendiary explosives

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

drag in his impressive kills back to an Ogre camp for a special


Beasthunter feast day. Some Hunters return to the tribe of their origins,
while others wander throughout the Ogre Kingdoms. Hunters
are popular visitors, for not only do they drag down some of
Ogre the largest carcasses, but they liven up any feast with their rich
wealth of stories about life on the mountaintops. The profusion
of horrible scars and displays of beast skulls and impressive
Even Hunters are among the most massive and independent tusks also go a long way towards earning the respect of a local
of their kind, and think nothing of climbing to the top of a tribe. Before long, a Hunter's solitary ways will take over and
mountain whilst tracking a wounded Mammoth or bull Rhinox. he will amble back up the slopes.
An Ogre becomes a Hunter either by temporarily severing his
In honour of the first of the Ogre Hunter. Jhared the Red — it
ties to his tribe to sate his wanderlust, or by being exiled to the
is common for a Hunter to keep a Sabretusk or two to help
harsh white wilderness of the mountain for some slight to his
sniff out his cave-beast prey. These giant, agile feline preda-
fellow Ogres. Either way these ties are not completely severed
tors often have tusks jutting from their lower jaws, used for
and a Hunter that excels at his solitary lifestyle drag an impres-
ripping out the guts of beast larger than they are. Those that
sive kill or two back to the caves on important feast days. A
prove too difficult to domesticate instead provide both a good
Hunter is generally covered in a network of scars and tattoos,
fight and good meal for their would-be keeper — it is a rare
overlaid by the thick pelts of his prey protection from the arctic
Hunter indeed that cannot boast a set of claw-scars so-
conditions of Mountains of Mourn. He decorates himself with,
mewhere about his person.
tusks, claws, fangs and skulls of the cavebeast that he has
single-handedly killed and eaten. A Hunter will typically have a New Talent:
great beast's skull to his gut to illustrate his prowess.
Wary
Although most no longer belong to a tribe, Hunters periodically
Max: Initiative bonus
Tests: Perception to detect stealth or discover am-
WS BS S T I Agi Dex Int Wp Fel
Teutonic Crossed Teutonic Teutonic
bushes
Skull Shield
Cross Cross Cross
Halberds You are ever cautious, looking for threats to your life. When
you have the surprised condition the bonus to attacks against
Career Path you is +10 rather than +20.

Loner — Brass 1

Skills: Track, Outdoor Survival, Athletics, Climb, Cool, Dodge, Endurance,


Lore (Beasts)

Talents: Craftsman (Tanner), Catfall, Wary, Hunter’s Eye

Trappings: Hide clothing, Gutplate

Beasthunter— Silver 1

Skills: Animal Care, Animal Training, Intuition, Navigation, Ranged


(Crossbow), Melee (Polearm)
Ogre Hunters and Ogre Beasthunters
Talents: Accurate Shot, Scale Sheer Surface, Fleet Footed, Implacable As you might notice this career is available to Ogres
Trappings: Spear, Crossbow or set of three javelins
alongside the hunter career and you might also think
about the iconic ogre hunters of the tabletop game. With
Great Hunter — Silver 4
such many types of hunters it’s easy to understand that
Skills: Perception, Ranged (Any), Melee (Any), Stealth (Rural) there might be a bit of confusion so I will try to further
Talents: Combat Reflexes, Deadeye shot, Fearless (Beasts), Hardy clarify that.
Trappings: Beast trophy This career is meant to represent the mighty ogre hunters
Hunter of Legend— Gold 1 of the tabletop, mighty loners who singlehandedly hunt
Skills: Secret Signs (Ranger), Swim down mighty mammoths and other beasts bringing them
home to the tribe.
Talents: Iron Will, Jump Up, Night Vision, Slayer

Trappings: Several impressive beast trophies The hunter career of the base book does clearly not repre-
sent that, instead an ogre taking that career will be a
more mundande individual hunting closer to the tribe and
with others as help. Often going after smaller prey as well.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

barbed nooses of all sizes. On the battlefield, Trap-


Gnoblar Trapper pers will crawl forward unnoticed into areas of
brush and woodland, lying in wait for any that seek
Gnoblar to use the cover to flank their Ogre masters. Oc-
casionally, a small bunch of Gnoblar Trappers will
Gnoblar Trappers are intrepid Gnoblars that delight form a self-appointed gaggle of followers for one of
in catching and torturing small animals and the hardy Ogre Hunters, pelting those that charge
follow Ogre Hunters to battle. These outgoing but their role model with sticks, stones and mantraps
vindictive Gnoblars are the largest and most in- without actually ever putting themselves in harm's
trepid of their kind, and delight in catching and tor- way.
turing the small ferocious mammals that populate
Best of the trappers are the legendary Blood Gnob-
the foothills of the Mountains of Mourn. Once they
lars. Blood Gnoblars look like ordi-
have finished 'playing' with these animals (usually
nary Gnoblars except their warty hides range from
jabbing them with sharp sticks), they either devour
different hues of browns to dark reds. They also
them there and then or take them back as an offe-
have a heightened sense of hearing, perhaps due
ring to their Ogre masters as a light snack.
to the high altitude of their mountain top lairs, ma-
They will attempt to capture and kill anything up to king them exceptional Trappers. Many Blood-
the size of a mountain goat. Gnoblar Trappers Gnoblars spend all of their time fortifying their lairs
decorate themselves with the pelts of their prey, and setting traps for any curious interlopers. In
and are adept at laying mantraps, stake pits and Gnoblar society it is the Blood-Gnoblars who were
first responsible for teaching other Gnoblars the
WS BS S T I Agi Dex Int Wp Fel
best techniques of trapping and scouting. As a re-
Shield Teutonic Teutonic Teutonic Skull Crossed
Cross Cross Cross
sult, many Gnoblar Trappers will go to great
Halberds

lengths to look like a Blood-Gnoblar, achieved


through a blood ritual in which a captive is drained
C areer ath P of blood and once exsanguinated, the Gnoblars
douse themselves in it. In fact suspiciously few
Aspiring Trapper— Brass 2 blood gnoblars seem to not have become such
Skills: Athletics, Climb, Dodge, , Outdoor Survival, Navigation, Perception, through that ritual and it might in fact be the case
Set trap, Stealth (Rural) that they as a separate race of gnoblar isentirely a
Talents: Combat Reflexes, Trapper, Dirty Fighting, Nimble Fingered myth and all blood gnoblars are just exceptional
Trappings: d5 simple traps trappers that have undergone the rite.
Trapper— Brass 4 New Talent:
Skills: Cool, Intuition, , Melee (Brawling), Ranged (Entangling), Ranged Blood Gnoblar
(Throwing) Track
Max: Initiative bonus
Talents: Fleet Footed, Hunter’s Eye, Night Vision, Resistance (Cold)

Trappings: Five simple traps, a throwing weapon of choice or a net


Tests: Set trap

Snarefinger — Silver 1
You are one of the famed blood gnoblars be it through birth or
a ritual. Your traps cause an extra bleeding condition per rank
Skills: Endurance, Intimidate, Leadership, Melee (Basic) in this talent to anyone caught in them.
Talents: Orientation, Rover, Scale Sheer Surface, Sharpshooter

Trappings: One advanced trap

Blood Gnoblar— Silver 2

Skills: Art (Blood Painting), Lore (Beasts)

Talents: Blood Gnoblar, Acute Sense (Hearing), Implacable, Strider


(Mountain)

Trappings: Two or more advanced traps

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

mes also in the form of superstitions, sayings


Wanderer and traditions. Then when they return they
bring this culture to their home tribe.
Ogre
For some a visit in a far-off land for a few ye-
Most ogres feel a wanderlust in their heart ars isn’t enough and the wanderlust keeps
calling them to travel and seek new sights. burning strong in their hearts. With the call not
For many this leads to just a few travels in or waning they continue their travels. For some
near the Mountains of Mourn. For some it’s this continues for decades and they earn
seen as a holy call and they take the pil- great reputations. Becoming the famed Mane-
grimage to the Maw. For some it leads them aters. Legendary ogre mercenaries more well-
to far off lands where they take employ as travelled than almost any people of the world
mercenaries to pay for their travels. Such and trained in the fighting styles of far-off
ogres are by their own kin known as wande- lands. As a maneater returns to his tribe he
rers (while others usually call them mercena- gets much respect for his wargear, skill and
ries, a name the ogres rarely mind, it’s after great tales. Ogres agree his life is one to envy
all how they earn their pay during their tra- and the great skill and gear he has makes him
vels). These wanderers pick up the culture of amazing. When a maneater inevitably
the places where they travel, mostly in the mentions that the other ogres can have that
form of cuisine and fighting styles but someti- same life by hard work and dedication most of
his tribesmen mumble excuses and shuffle
WS BS S T I Agi Dex Int Wp Fel
Teutonic Teutonic Teutonic Crossed
off.
Shield Skull
Cross Cross Cross
Halberds

Career Path
Walkabout — Bronze 4

Skills: Athletics, Climb, Endurance, Haggle, Language (Any), Lore (Any), Me-
lee (Any), Navigation

Talents: Coolheaded, Implacable, Berserk Charge, Seasoned Traveller

Trappings: Handweapon, Sack or backpack

Wanderer — Silver 1

Skills: Cool, Evaluate, Gossip, Language (Any), Lore (Any), Melee (Any)

Talents: Ambidextrous, Careful Strike, Frightening, Hardy

Trappings: One Souvenir

Backpacker — Silver 3

Skills: Consume Alcohol, Entertain (Storyteller), Intimidate, Ranged (Any)

Talents: Acute Sense (Taste), Combat Master, Disarm, Dual Wielder

Trappings: Souvenirs from six places you have visited

Maneater — Gold 1

Skills: Language (Any), Lore (Any)

Talents: Drilled, Etiquette (Any), Iron Will, Linguistics

Trappings: Souvenirs from twelve places you have visited, foreign weapon
made for an ogre

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Ranger Career

Maw Pilgrim
travel it but no proof of this exist. Perhaps they do,
Ogre killing those they find or perhaps the environment
cause such hallucinations getting people to kill
A pilgrimage to the Maw is the greatest religious themselves in imaginary battles where they fight
journey an ogre can do and there are many that their own and end up eating sand believing it to be
take the deadly journey. While the location might the vanquished arachnoids. Whatever the truth it
seem comparatively close to the Mountains of does not make the journey safer.
Mourn given that ogres travel all over the world
As the ogres draw nearer their madness increase
the journey is by no means easy. The desert
and not content with the trials of the environment
which ogres travel through lack food and water
some start to tear at their flesh in devotion to the
and warpstone residue and acidic sandstorms buf-
Maw leaving a trail of blood and torn flesh soon
fet the travelers. The climate varies between ex-
covered up by the shifting sands. Some ogres turn
tremes of heat and cold with little rime of reason.
back here, setting camp at the edge and gathering
The lands themselves are poisonous and this poi-
strength to try again. Some perish, their flesh and
son seeps into the flesh of even the hardiest of
bone quickly getting ground down by the razors-
ogres, deforming flesh and making hair fall off as
harp sandstorms being added to the morbid poiso-
the toxins weaken them.
nous sands.
Legends tell that under the sands massive armies
Some few however actually succeed, reaching the
of huge scorpions burrow to rip asunder those that
gaping hole of the Maw. Here they must resist the
WS BS S T I Agi Dex Int Wp Fel pull of the Maw for some little part of their brains
Skull Teutonic
Cross
Teutonic
Shield
Cross
Crossed
call to them the depths of razor sharp teeth before
Teutonic
Cross
Halberds
them and some simply throw themselves into their
gods carnivorous embrace. For those that resist
C areer athP remain the last trial, to gouge out their own eye
and throw it into the Great Maw and then take a
Desertwalk Aspirant — Brass 1
stone from the ground and jam into their now
Skills: Athletics, Cool, Consume Alcohol, Endurance, Intuition, Lore empty socket to replace their eye. For those truly
(Ogres), Melee (Basic), Pray
blessed this eye starts to function through holy
Talents: Very Resilient, Resistance (Any), Stone Soup, Tenacious power. For most it is but a stone and for some it is
Trappings: Heavy Rags their doom as it poisons their flesh and leave them
Maw Pilgrim — Brass 4 dying in torturous agony.
Skills: Climb, Heal, Intimidate, Navigation, Outdoor Survival, Perception Then, if they survived, starts the long and ardrous
Talents: Hardy, Strong-Minded, Robust, Iron Will
journey back.

Trappings: Ritual scars

Maw Fanatic — Silver 1

Skills: Art (Ritual Scarification), Melee (Parrying), Trade (Cook), Entertain


(Storytelling)

Talents: Fearless (Priests of other gods), Flagellant, Frightening, Bless


(The Great Maw)

Trappings: Strange looking scars you barely remember getting

Rockeye— Silver 2

Skills: Evaluate, Track

Talents: Second Sight, Holy Visions, Night Vision, Invoke (The Great Maw)

Trappings: An eye of stone taken from the ground by the great maw
replacing one of your own eyes

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafolk Career

Salamander Smacker One can impossibly know how many such sala-
manders there are for most of their lives they lay
Pigbarter Human, Gnoblar
resting at the bottom feeding on the sulphur swept
along the current but they are plentiful enough that
Very little fauna live in the extremely polluted
bringing the fight to them is not an option as Pig-
waters of the river ruin and what exists there is
barter learnt during the ”Salamander Wars” eighty
mostly heavily mutated and extremely aggressive.
years ago where an attempt to sweep the bottom
One animal seems to be thriving in this hellish
clear and slay them led to a massive battle where
waterscape however. The Ruin Mega-
large parts of the city was demolated by frenzied
salamander, a beast thriving in sulphur and fire
hordes of mega-salamanders. Still they are plenty-
which can grow up to three metres in length (with
ful enough to be a problem, at times they waken
some uncommon mutated species reaching far
to hunt by the riverside and then someone must
further). The skin, bite and blood of these sala-
keep them at bay. It is here the salamander
manders is highly poisonous and touching it is
smackers come in. Bravely smacking these sala-
enough to get poisoned. Should one be prepared
manders with Pigbarter Pole-hammers or Gaffs
to fend that threat of the strength of the beast is
they try to get them to give up and swim back into
also deadly as it can latch onto someone and
the river.
simply drag them into the waters of the River Ruin
to let that sludge of pollution kill the target instead. New Talent:
Wary
WS BS S T I Agi Dex Int Wp Fel Max: Initiative bonus
Tests: Perception to detect stealth or discover am-
Teutonic Teutonic Teutonic Skull Shield Crossed
Cross Cross Cross
Halberds

bushes
Career Path You are ever cautious, looking for threats to your life. When
you have the surprised condition the bonus to attacks against
Salamander Shooer — Brass 5 you is +10 rather than +20.

Skills: Charm Animal, Cool, Dodge, Endurance, Melee (Pole-arm), Per- Brutas Spicy Serving
ception, Ranged (Throwing), Stealth (Urban)
Max: SB
Talents: Combat Aware, Wary, Hatred (Salamanders), Reaction Strike
Tests: Melee (Brawling) against salamanders
Trappings: Gaff or Pigbarter Pole-hammer
You have learnt the famous Salamander Wrestler Brutas
Salamander Smacker — Silver 1
most infamous technique called ”Brutas Spicy Serving”. The
Skills: Intuition, Lore (Pigbarter), Melee (Basic), Ranged (Entangling), Set principle is simple but the execution extremely difficult. When
Trap, Language (Pigbarter) attacking a bestial foe at least as large as you while you are
holding an explosive you can attempt ”Brutas Spicy Serving”.
Talents: Combat Reflexes, Furious Assault, Resistance (Poison), Strike
It is done as a Melee (Brawling) attack with a –40 penalty but
Mighty Blow)
if you win you throw the explosive into the mouth of the foe
Trappings: Full leather armour causing damage as with a hit of that explosive weapon but
with the blast quality halved and the foe being able to deduct
Salamander Slayer — Silver 2
damage from TB and Armour (if the enemy has the Robust
Skills: Heal, Ranged (Crossbow), Row, Sail (Dinghy) talent that still lowers damage like normal).

Talents: Fearless (Salamanders), Reversal, Savant (Salamanders), Slayer

Trappings: Crossbow or Rowboat

Salamander Wrestler— Silver 4

Skills: Melee (Brawling), Ranged (Explosives)

Talents: Implacable, Iron Will, Robust, Brutas Spicy Serving

Trappings: A salamanderskin cape

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafolk Career

cheaper no-one would purchase ruin algea. So-


Ruin Algea Collector metimes desperate gnoblars mistake dried algea
for food and taste it. This is a welcome change for
Human, Gnoblar Ruin Algea Collectors as gnoblar flesh is worth
more than the algea they would otherwise sell and
The River Ruin is filled with three things. Pollution, dried up gnoblar bones can also be used as sub-
salamanders and some strange of toxic algea. par firefuel.
The last of them is the least deadly property of the
river as while it is highly toxic to touch and release
various airborne diseases it usually takes time be-
fore it kills you. In addition this yellow-brown algea
has some uses for once dried up it can be burnt.
Sure the smoke from it is highly toxic and the
smell almost unberable but it’s not as if firewood is
plentyful in pigbarter so having something you can
actually afford to burn to keep your shanty warm is
fairly valuable. Thus people have started col-
lecting these algea and dry them. It is not a job
that gives much income but it gives a steady one
for the demand is high, still prices can’t be raised
for as soon as other things to burn become

WS BS S T I Agi Dex Int Wp Fel


Teutonic Crossed Teutonic Teutonic Shield Skull
Cross Cross Cross
Halberds

Career Path
Ruin Algea Assistant — Brass 1

Skills: Endurance, Haggle, Intuition, Lore (Pigbarter), Row, Sail (Dinghy)


Secret Signs (Algea Collectors Guild of Pigbarter), Trade (Algea Drying)

Talents: Beneath Notice, Combat Aware, Craftsman (Algea Drying), Re-


sistance (Poison)

Trappings: Algea gathering stick

Ruin Algea Collector — Brass 2

Skills: Dodge, Gossip, Language (Grumbarath), Language (Pigbarter),


Outdoor Survival, Perception

Talents: Resistance (Disease), Stone Soup, Tenacious, Very Resilient

Trappings: Rowboat or Dinghy

Ruin Algea Team Leader — Brass 4

Skills: Cool, Leadership, Melee (Basic), Entertain (Sing)

Talents: Master Tradesman (Algea Drying), River Guide, Waterman, Well-


prepared

Trappings: Team of Algea Collectors

Ruin Algea Merchant— Silver 1

Skills: Gamble, Charm

Talents: Dealmaker, Embezzle, Etiquette (Guilder), Suave

Trappings: Two or more teams of Algea Collectors

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafolk Career

Few keep that view for long however. Just seeing


Ruin Trader the infernal industries of the chaos dwarfs give
pause to even the most ruthless and money-
Human hungry man, giving an overwhelming feeling that
helping these daemonforges in any way is an act
Few people travel up along the River of Ruin past of evil. But by then it is too late, refusing to sell
Pigbarter. That path leads up towards the lands of when he has arrived would leave the merchant
Zorn Uzkul and the land of the chaos dwarfs. To enslaved along his cargo. As the gnoblars are
travel there is to risk enslavement or worse and handed over to the cruel chaos dwarfs the feeling
even if it didn’t few would want anything to do with of wrongdoing grows further and the dreams of
the dawi-zharr and their infernal industries. wealth that followed the man as he sailed up dis-
sapear and leave a feeling of shame and regret.
Some do travel the river there however. With cap-
tured gnoblars from the shanties of Pigbarter Many Ruin Traders never make a second journey,
some men drive barges up the river to sell these choosing to drown themselves in the river rather
greenskins as slaves. Many are drawn to it as the than live with the guilt. Some others accept their
pay is good and and they hold the common atti- new role and somberly travel up and down the
tude of ”It’s just gnoblars so who cares?”. Selling River Ruin awaiting what they deem an inevitable
these slaves for hard to identify devices of the karmic retribution for their sins.
dawi-zharr that must be carefully evaluated to see
that Pigbarter does not get tricked.

WS BS S T I Agi Dex Int Wp Fel


Teutonic Skull Shield Teutonic Crossed Teutonic
Cross Cross Cross
Halberds

Career Path
Ruin Recruit — Brass 5

Skills: Consume Alcohol, Endurance, Gamble, Evaluate, Lore (Chaos


Dwarfs), Melee (Basic), Ranged (Entangling), Sail (Barge)

Talents: Dealmaker, Etiquette (Slavers), Strike to Stun, Unshakable

Trappings: Baton (Handweapon), Net

Ruin Trader — Silver 1

Skills: Bribery, Cool, Haggle, Language (Khazalid), Language (Grumbarath),


Ranged (Blackpowder)

Talents: Briber, Carouser, Coolheaded, Pilot

Trappings: Blunderbuss

Ruin Mate — Silver 3

Skills: Intimidate, Intuition, Lore (Daemons), Play (Drum)

Talents: Gunner, Iron Will, Tenacious, Tinker

Trappings: Chaos Dwarf item

Ruin Captain— Gold 1

Skills: Leadership, Ranged (Engineering)

Talents: Detect Artefact, Fearless (Greenskins), Rapid Reload, Savant


(Chaos Dwarfs)

Trappings: Three or more chaos dwarf made items

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Riverfolk/Seafolk Career

the Marshes of Madness have been rumoured to


Boglar be in alliance with strange, cyclopean creatures.
Years ago there was much debate among scho-
Gnoblar
lars about the mythical Toad-Gnoblars, creatures
said to multiply in number at the mere touch of
Boglars, also known as Marsh- water. Such bizarre theories have, of course, ne-
Gnoblars or Swamp Goblins, are a breed ver been proven, nor has a Toad-Gnoblar ever
of Gnoblars that live in marshes, bogs and been actually seen (or at least correctly identified).
swamps. Yet several breeds of Gnoblars have been
described with similar wondrous and mythical abi-
Boglars look like any other Gnoblar though their
lities to that of the Toad-Gnoblar.
skin is a greenish-grey and they have beady yel-
low eyes. They spend much of their time catching While Boglars seem to be their own sub-specie
frogs, fish and other amphibious or reptilian crit- that might not be completely true for at times it
ters, dissecting them with broken sticks and eating seems other gnoblars join Boglars and start to de-
them alive. velop the characteristics associated with these
creatures. Suggesting that all gnoblars might have
Boglars are extremely sensitive to sunlight and
the ability or maybe that there is something in the
bright light in general only emerging from their
water.
swampy lairs at dusk. Although Boglars normally
seem to affiliate only with other Boglars, Gnoblars New Talent:
and Goblins, a large tribe of Boglars in
Boglar Breath
WS BS S T I Agi Dex Int Wp Fel Max: WPB
Teutonic Crossed Skull Teutonic Teutonic Shield
Cross
Halberds
Cross Cross
Tests: Swim in Marshes or swamps
You are one of the amphibious Boglars able to live most
of your life in the water. You can hold your breath one
Career Path additional minute per rank in this talent..

Toad myths
Frogbiter — Brass 1

Skills: Charm Animal, Dodge, Intuition, Language (Bog Tongue)*, Melee Max: FelB
(Brawling), Outdoor Survival, Stealth (Rural), Swim
Tests: Any social tests to Boglars
Talents: Fisherman, Strong Swimmer , Resistance (Drowning), Strider
Perhaps there is something to the myths of Toad Gnob-
(Swamp)
lars for boglars seem to turn up around you, or perhaps its
Trappings: Various remains of frogs and fish just your reputation that draws them near. Each week
where you have spent a lot of time in water (GMs discret-
Boglar — Brass 2
ion) a number of boglars equal to your ranks in this talent
Skills: Endurance, Lore (Amphibians), Navigation, Perception, Ranged turn up. They have a friendly attitude to you and are likely
(Throwing), Track to see you as their leader for the time being. Note that
they have wills of their own and may wander off if you
Talents: Orientation, Night Vision, Boglar Breath, Very Resilient
don´t give them reasons to keep you as their leader.
Trappings: A raw fish (alive or dead)

Sludgesucker — Brass 5

Skills: Athletics, Cool, Intimidate, Leadership

Talents: Resistance (Poison), Tenacious, Stone Soup, Very Strong

Trappings: A suspiciously slimy stone

Great Toad — Silver 1

Skills: Consume Alcohol, Ride (Giant Toad)

Talents: Animal Affinity, Toad Myths, Menacing, Rough Rider

Trappings: Pet toad

*The language of Boglars and particularly intelligent frogs

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Rogue Career

or steal.
Scrapper The richest move between the tribes in Rhinox-drawn
caravans with a band of guards, trading with anyone
Gnoblar they meet. Most travellers would be hard pressed to find
anything more valuable than a rusted axe, a cracked
helm or a broken belt buckle in these 'treasure' wagons,
Most Gnoblar Scrappers or Magpies as they are also
however, occasionally the Gnoblars will have something
known are the merchants and inventors of Gnoblar-kind.
of genuine value. It is very rare for them to have so-
Perhaps due to the extreme poverty they live in, most
mething of obvious utility, however, as an Ogre will
Gnoblars have a miserly approach to possessions and
simply take anything they want from them. The Magpies
carefully horde away anything shiny or crafted. The
also sell many 'artefacts' taken from the corpses of great
scrap and broken items other races throw away are the
heroes or looted from fabulous ruins. Most of these
basis of the Gnoblar economy. As Ogres tend to loot
items are obviously faked and replaced after each sale,
many of their possessions from other races, Gnoblar
but the far-fetched stories behind them have normally
tribes are the proud owners of detritus from across the
been in the merchant's family for generations.
world.
Some Scrappers, whilst pawing over broken items from
The splintered remains of an Elven bow might rest
across the world, become inspired to emulate the
against a wagon spoke taken from the Ivory Road, both
craftspeople of other races. Unfortunately, gross incom-
supporting the tattered remains of an Imperial banner
petence, theft and constant bickering are just some of
and all suffering the indignity of ending their days as a
the factors stacked against budding Gnoblar inventors.
Gnoblar tent. The Scrappers take this obsession to the
However, Gnoblars make up for some of these defici-
extremes, hoarding everything they can scavenge, trade
encies with blind enthusiasm and a light-hearted appro-
ach to safety, and although their designs are without
WS BS S T I Agi Dex Int Wp Fel exception inefficient and dangerous, some are actually
Teutonic
Cross
Teutonic
Skull
Cross
Teutonic
Shield
Cross
fairly effective. It was just such a design, 'inspired' by
Crossed

the wreckage of a Dwarf stonethrower, that led the fa-


Halberds

mous Scrapper Bik the Nail to infamy with his creation


of the Scraplauncher.
Career Path
Often the most valuable thing in a Scrap Caravan is the
Scrappy Git — Brass 1 Rhinox that pull it. Gnoblar-trained Rhinox are a rare,
Skills: Dodge, Haggle, Language (Any one), Perception, Pick Lock, Ranged
bad tempered and valuable commodity. In some shanty
(Throwing), Secret Signs (Scrappers), Sleight of Hand towns, individual Gnoblars will specialise in variety of
diverse beast-handling skills, ranging from safe but
Talents: Criminal, Marksman, Nimble Fingered, Tinker
grubby jobs like dung-beetle farming all the way up to
Trappings: Dozens of somewhat shiny bits of scraps Rhinox training. Most Rhinox are so bad-tempered and
Scrapper— Brass 4
aggressive they are almost impossible to train to the
level of domestication a human would consider safe
Skills: Animal Care, Charm, Entertain (Storytelling) Evaluate, Ranged and acceptable. However, the odd trampling or goring
(Sling), Ranged (Catapult)
is considered a bonus to most Gnoblars, as it makes
Talents: Accurate Shot, Cat-tongued, Strider (Scrapheap), Well prepared fine entertainment. New-born Rhinox are stolen or
Trappings: A once impressive but now broken item
caught by Trappers, handed over to beast-trainers or
Scrappers of the same tribe, and trained. Most of this
Scrap Caravaneer— Silver 1 training consists of groups of Gnoblars standing along
Skills: Animal Training, Art (Artefact Fabrication), Drive, Navigation the back and flanks of the poor Rhinox with sharp
sticks, however it has proven to be remarkably ef-
Talents: Blather, Crack the whip, Sharpshooter, Sure Shot
fective. Master beast-handlers often have rights of initi-
Trappings: Rhinox-cart or Scraplauncher ation where apprentices must sneak under a Rhinox
Inventir Git— Silver 2 and cut off a piece from its shaggy pelt with a sharp
knife. Delicately put, sometimes the pieces they slice
Skills: Lore (Mechanics), Trade (Mechanic)
off greatly aid in the beast's domestication.
Talents: Artistic, Rapid Reload, Super Numerate, Magnum Opus

Trappings: Some weird machine of your own making.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Rogue Career

able to rebel. These gnoblarrousers then work in


Gnoblarrouser secret to build up rebellions until they get enough
gnoblars to overpower the few unexpecting ogre
Gnoblar guards and make a run for freedom. Since ogres
don’t expect gnoblars to rebel or flee this is rarely
Most of the time gnoblars are fairly content with that difficult a task.
their lot as an ogre slaverace. The specie entered
Having fled the gnoblarrouser then sets up a free
that role willingly and like having people strong
camp with himself as honcho or travels to another
enough to protect them from predators. Some ho-
such camp and swear his services as honcho to
wever refuse to accept this place in life and start
the head honcho of that place.
raising trouble. Shouting calls of revolution and
rebellion. The majority of such troublemakers get
eaten by ogres or killed by their own kinsmen
grown tired of them. Some espesially charismatic
gnoblars however manage to get others to listen
and garner followings.
For once the frightful nature of gnoblars comes to
their advantage for those that have gathered
groups of rebels do not act right away, beliving
rightly that they need huge numbers to actually be
WS BS S T I Agi Dex Int Wp Fel
Skull Shield Teutonic Crossed Teutonic Teutonic
Cross Cross Cross
Halberds

Career Path
Troublemaker — Brass 1

Skills: Charm, Dodge, Gossip, Perception, Play (Horn), Stealth (Urban),


Stealth (Rural), Melee (Brawling)

Talents: Blather, Criminal, Public Speaker, Suave

Trappings: A rebellious attitude

Gnoblarrouser — Brass 5

Skills: Cool, Gamble, Haggle, Intuition, Lore (Ogres), Secret Signs


(Scrappers)

Talents: Alley Cat, Flee!, Impassioned Zeal, Master Orator

Trappings: A group of followers

Honcho — Silver 1

Skills: Consume Alcohol, Leadership, Stealth (Underground), Ranged


(Sling)

Talents: Etiquette (Scrappers), Hatred (Ogres), Savant (Gnoblars), Strong


Minded

Trappings: A gnoblar warband

Head Honcho— Silver 2

Skills: Heal, Intimidate

Talents: Dealmaker, Inspiring, Iron Will, Kingpin

Trappings: Two or more Honchos serving you

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Rogue Career

Slaver do not mind other species as slaves when they ma-


nage to get ahold of them. The Druchi instead cap-
Human, Ogre, Dawi-Zharr, Dark Elf, Skaven ture all but their own kin to use as slaves running
raids to catch them.
In most lands of the world slavery is outlawed. Most
In the Mountains of Mourn the ogre tribes use sla-
but not all. Among the tribes of chaos be they
ves but these are mainly gnoblars. A specie better
Norscan, Kurgan or Hung, slavery is commonplace
at working than being eaten. Some ogres become
for it is seen as natural that a good and god-blessed
slavers for profit and kidnapping other species to
warrior should have slaves for menial tasks so he
use or sell but this is largely seen as slightly odd.
can devout his time in ways more pleasing to the
The ’normal’ response to capturing someone is to
dark gods. Slaves also come in most handy when
either eat them, ransom them for food and money or
sacrifices need to be made. The few number of
ransom them and pull a bluff to eat them anyway.
dwarfs dwelling amongst the men of Norsca also
Keeping check over prisoners for a long time so that
accept slavery as part of life though they tend to
you can sell them to completely other guys seem
grumble about how it takes jobs from honest hard-
too much work for most ogres. It’s not seen as
working folk.
wrong for any moral reasons, just because of being
In the lands of the Chaos Dwarfs and Dark Elves odd in the same way that someone making their
slavery stands as a backbone of their entire eco- clothes only from ratskin wouldn’t be seen as a bad
nomies. The Dawi-Zharr use mostly greenskins but person in human lands, just an odd one.

WS BS S T I Agi Dex Int Wp Fel


Shield Teutonic Teutonic Skull Crossed Teutonic
Cross Cross Cross
Halberds

Career Path
Slavehandler — Brass 4

Skills: Haggle, Intimidate, Intuition, Melee (Brawling), Navigation, Per-


ception, Ranged (Entangling), Trade (Branding)

Talents: Disarm, Etiquette (Slavers), Marksman, Strike to Stun

Trappings: Chains, Manacles, A branding iron

Slaver — Silver 1

Skills: Drive, Evaluate, Language (Any one), Lore (Chaos), Lore


(Greenskins), Trade (Cook)

Talents: Crack the Whip, Dealmaker, Menacing, Sharpshooter

Trappings: Two or more slaves

Slavemaster — Silver 3

Skills: Cool, Endurance, Heal, Play (Drums)

Talents: Fearless (Slaves), Iron Jaw, Linguistics, Well prepared

Trappings: Ten or more slaves

Slavelord— Gold 1

Skills: Language (Any One), Leadership

Talents: Frightening, Wealthy, Tenacious, Very Strong

Trappings: Twenty or more slaves

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Rogue Career

Chaos Ogre all creatures that dwell in the Wastes. Ogres do not see
this as a bad thing - far from it in fact, for the mutations
Ogre usually increase their prowess on the battlefield or in the
feast hall. In fact, although these Chaos Ogres are seen
Ogres have their own society, language and customs, as a bit odd by their brethren in the Mountains of Mourn,
stemming from the Mountains of Mourn in the east. They they aren't feared or despised. If anything, the other
have a natural wanderlust, and whole tribes frequently Ogres are perhaps a bit jealous - for an extra mouth or
migrate and roam the Chaos Wastes. There they fight set of arms would greatly aid one's ability to eat more
against the northern tribes and the more fantastical deni- food at an even faster rate!
zens of that realm, testing their mettle and expanding
Promises of eternal conflict are a sore temptation to the
their diet to include some truly unusual meals. If a group
Ogre race. Though the Dark Gods prefer the race of men
of Ogres is impressed by the savagery and skill of a nort-
as their playthings, some Ogres earn their favour with
hern tribe, they may join them for a time, or even become
their prowess in battle, for a group of these towering bru-
a permanent part of their army. The alliance between an
tes charging into the enemy like living battering rams and
Ogre and his Chaos masters is one of mutual conveni-
lashing out with gigantic great-axes, clubs and cleavers is
ence, for both factions revel in mayhem and destruction.
an impressive sight. Khorne is the patron of many of
Although Ogres are naturally resistant to mutation, the these monstrous warriors, for their constant offerings of
baleful energies that spill out of the rift at the top of the skulls - generally picked very clean indeed - are pleasing
world are strong indeed. As a result, the Ogres that stray to the Blood God. Some Ogres even go to battle clad in
into the far north are warped and twisted in the manner of gigantic suits of Chaos armour, forged by their Chaos
Dwarf allies specifically to fit the Ogres' overly muscled
frames. A heavily armoured Ogre berserker is a terrifying
WS BS S T I Agi Dex Int Wp Fel foe indeed; a whole unit of them is a nigh unstoppable
Teutonic Teutonic Teutonic
Skull CrossedShield force.
Cross Cross Cross
Halberds

Chaos Ogres in Reikland?


Career Path Call for the State Troops!
Ogre Marauder— Brass 4
This career works fine if the setting is in the Mountains of
Skills: Athletics, Consume Alcohol, Endurance, Language (Kurgan), Lan-
Mourn, Pigbarter or amongst the chaos tribes themselves. In
guage (Hung), Language (Norse), Melee (Basic), Melee (Two-handed)
the case you play in the base setting of Reikland or another
Talents: Ambidextrous, Furious Assault, Menacing, Strike to Injure
civilized place it however doesn’t. If you do so either play the
Trappings: Two Handweapons or One Greatweapon ogre as hiding it’s alignment having learnt that it’s not al-
Chaos Ogre — Silver 1 lowed much like you would play a witch as hiding her talents.
Skills: Dodge, Language (Dark Tongue), Lore (Chaos), Melee (Flail), Out-
Alternatively the player getting this career (if randomized)
door Survival, Swim replaces it with Outlaw.
Talents: Berserk Charge, Dirty Fighting, Frenzy, Strider (Snow)
Not all Norscans!
Trappings: Full chain armour
Norsca is uncivilized and their worship of dark gods rightly
Chaos Ogre Champion — Silver 2
hated but not all Norscans follow the dark gods out of de-
Skills: Intimidate, Leadership, Navigation, Track
votion. Many simply pray for them to not kill them. If the ogre
Talents: Battle Rage, Combat Master, Etiquette (Chaos Followers), Hat- worked with such Norscans he need not be approving of
red (Humans of the Southern Realms*) chaos but this career could still work for a warrior that fights
Trappings: Full plate armour, One mutation alongside Norscans.
Exalted Chaos Ogre— Silver 5

Skills: Ride (Chaos War Mammoth), Ride (Toad Dragon)

Talents: Combat Reflexes, Frightening, Resolute, Strike Mighty Blow

Trappings: Two mutations

*Counting all realms further south than Norsca as southern.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

made up of Ironguts. This is especially true amongst rich


Irongut or powerful Ogre tribes, who can afford the expensive
equipment and weaponry needed to equip a unit of
Ogre Ironguts.
Very little can stand before a full-blooded Ironguts
charge. Any enemy troops that aren't hurled to the
Ironguts are the Ogres of any given tribe that have the
ground by the impact of the collision are subsequently
most status and the best armour and weapons, acting
smashed, pulped or hacked apart by the massive
as the rock-hard fighting elite of their tribe's Tyrant. They
weapons the Ironguts carry. Any who survive that bar-
go into battle armed with massive two-handed weapons,
rage of brutality risk being stomped into the dirt under by
be they enormous scimitars, rocks bolted to tree boughs
the Ironguts metal-shod feet.
with iron bands, or simply gigantic versions of the tradit-
ional Ogre club. Ironguts wear large, ornamental gut- Ironguts are often used to spearhead an important at-
plates to show off their elite standing, and cover their tack, or are held in reserve by some Tyrants and used to
meaty arms and boulder-like heads in heavy armour bolster the battle line. A common Ogre saying when
plating cobbled together from various conquests over things are going badly is that it's "down to the Ironguts".
the years. Regardless of when or where they are deployed or how
badly they are outnumbered, there is always a chance
Although not markedly superior in strength to their fel-
such a rock-hard formation can batter their way to
lows, Ironguts are afforded great respect, as they are
victory.
usually hand-picked by the Tyrant himself. For this rea-
son, a unit of Ironguts may well include the Tyrant's im- Ironguts are also typified by an unshakable belief in their
mediate family, where another might be comprised of his own power and superiority. This stems from the exten-
favourite drinking cronies. That said, it's not unheard of sive eating contest that Ironguts go through to prove
for the bulk of some especially formidable Ogre tribes to their worth and themselves both in a crude type of initiat-
be ion ritual and occasionally just to show off. The Ironguts
WS BS S T I Agi Dex Int Wp Fel will dispatch their intestinal prowess by eating a range of
Crossed Teutonic TeutonicSkull Teutonic
Shield unpalatable items ranging from rusty nails, hard gravel,
Cross Cross Cross
Halberds iron-banded cartwheels and even chains and armor,
which is particularly hard to chew. It was one of these
C areer ath P contest which gave the rise to the myth of "When Bolgut
Stonegut — Silver 1 Fell Ill", a favourite amongst Ogre whelps due to its
fanciful nature. After all, everyone knows there is little an
Skills: Consume Alcohol, Cool, Endurance, Intimidate, Language (Battle
Irongut cannot digest.
Tongue), Melee (Two-handed), Perform (Metal Eating), Gossip

Talents: Berserk Charge, Etiquette (Tyrants friends and family), Impla-


cable, Iron Jaw

Trappings: Greatweapon, Gutplate, Open Plate helmet

Irongut — Silver 3

Skills: Athletics, Entertain (Outlandish Bragging), Gamble, Lore (Ogres),


Secret Signs (Tyrants friends), Climb

Talents: Gregarious, Iron Will, Resolute, Hardy

Trappings: Full chain armour, Greatweapon with the fine quality

Steelgut — Silver 5

Skills: Bribery, Charm, Haggle, Dodge

Talents: Combat Reflexes, Fleet Footed, Robust, Strike Mighty Blow

Trappings: Plate Leggings

Gutlord — Gold 1

Skills: Leadership, Evaluate

Talents: Combat Master, Fearless (Anything smaller than you), Stout-


hearted, War Leader

Trappings: Command over a unit of Ironguts

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

al to cause destruction and the sheer joyful noise of their


Leadbelcher blasts is simply too great for most Ogre tribes to pass up.
It is easy enough to spot Ogres from a Leadbelcher unit, for
Ogre their faces are scorched, they bare severe powder burns, re-
gularly feature eye patches and often resort to protective metal
plates hammered into their faces. This is the legacy of point-
Leadbelchers, the Ogre term for both the weapon and the unit
blank detonations and an imperfect, if not downright clumsy,
that carries them, are the heavy artillery of the Ogre Kingdoms.
understanding of black powder. Regardless, these hardy and
Ogres have long been on the receiving end of artillery fire, and
noticeably deaf Ogres feel it is well worth sacrificing eyebrows,
they have grown to respect and admire its tremendous killing
an eye or even a few fingers for the chance to level such de-
power. Indeed such weapons are everything an Ogre admires;
vastating weapons at a foe. In fact, Leadbelchers without
they are big, loud and have a tremendous ability to smash
some scorching or disfigurement are looked down upon as
things aside if close quarter combat is prevalent. However,
novices by the rest of the unit until they manage to blast off a
forging any kind of cannon is beyond the ken of Ogres and for
few chunks of themselves.
years they had to make do with the salvaged remnants from
battlefields, ripped off their carriages and carried by the mas- To fire their weighty guns, Leadbelchers fill the barrel with sho-
sive brutes like handguns. vel-like fistfuls of crude black powder, metal shot, rusty nails,
an assortment of wickedly bladed weaponry and occasionally
There are many Ogre legends about these early pioneers in
an actual cannonball or similar sized boulder. The Leadbel-
the art of gunnery, like the tales of the Loose Tooth tribe and
chers go to battle with smouldering tapers pushed through the
the army of Nuln, or the Ironstompers and the attack on Karak
flesh of their scalps or held between their teeth. When a
Unfirth are often the first to be told. Units baring such looted
prospective target comes into range, they touch the taper to
weaponry were unreliable, but produced enough spectacular
the spark-holes and let loose thunderous blasts of hot metal
results that Ogre Tyrants were always greedily seeking to get
and pure concussive force. If all goes well, these shots will
their hands on more artillery pieces. It wasn't until the Ogre
blast apart the target or shred it with a salvo of rusted blades.
Kingdoms began to regularly trade with the Chaos Dwarfs that
Entire ranks have been blown to smithereens before the hel-
specially forged barrels became readily available. Now it is
lish firepower of the Leadbelchers, but if it goes poorly, a volley
rare to see a tribe without a unit of Leadbelchers. Their potenti-
will merely inconvenience the foe with hot wind, smoke and a
pinging sound as small metal fragments fly out of the thick
WS BS S T I Agi Dex Int Wp Fel coils of smoke that momentarily hide the Ogres.
Teutonic
Cross
Teutonic
Cross
Skull Shield Teutonic
Cross
Crossed
The Ironblaster is an Ogre war-machine consisting of a giant
Halberds
cannon pulled by a Rhinox as well as the name of its opera-
tor. The cobbled-together wagon that is used to mount the
enormous gun barrel is also used to haul the vast quantities
Career Path of gunpowder needed. Such is the weight of the vast
contraption that the Rhinox which pulls it grunts and strains
Leadbelcher Recruit — Brass 5
under the pressure and even the stone wheels that hold it up
Skills: Cool, Dodge, Endurance, Entertain (mimick explosion sounds), Intimi- can only last for a few battles before cracking under the im-
date, Lore (Blackpowder), Trade (Pyrotechnics), Ranged (Blackpowder) mense weight.

Talents: Fast Shot, Iron Jaw, Marksman, Unshakable Ogres use few things that require maintenance, however, the
destructive force of an Ironblaster has persuaded
Trappings: Leadbelcher (Cannon)
many Tyrants to order a search for extra wheels or support-
Leadbelcher— Silver 1 horns when the device breaks down, as it is prone to do on
the many nomadic moves of the tribe. Between battles, it
Skills: Athletics, Consume Alcohol, Haggle, Language (Battle Tongue), Lore
requires a virtual army of Torch-gnoblars to maintain the war
(Ogres), Perform (Pyrotechnics)
machine and its carriage, the little runts often needing to
Talents: Accurate Shot, Gunner, Relentless, Fire team patch the rotting planks together or use gut-rope to bind the
vast horns back into place so the cannon can once again
Trappings: Torch-gnoblar
swivel.
Thunderfist — Silver 3
New Talent:
Skills: Evaluate, Heal, Language (Khazalid), Leadership
Fire Team
Talents: Hardy, Rapid Reload, Sure Shot, Tinker
Max: 1
Trappings: Command of two or more leadbelchers

Ironblaster — Silver 5 Tests: Ranged Blackpowder when working with a


torch gnoblar
Skills: Animal Care, Drive
You have come to work well with a torch gnoblar and now
Talents: Implacable, Robust, Savant (Cannons), Sniper
rely on the little git. If you fight together with a torch-gnoblar
Trappings: Ironblaster (cannon and cart) you both start each battle with one advantage.

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

ving. Every now and then, their sheer numbers enable


Fighter them to pull down their foes in a tide of snapping maws,
stabbing blades and pure malice. When things do not
Gnoblar quite so well and they start to die in their droves, well,
they're only Gnoblars...
The larger members of Gnoblar society have a ten-
No matter how many Gnoblars meet the endless variety
dency towards independence. These Gnoblars forsake
of violent deaths promised by the hostile lands of the
their baggage-carrying brethren and band together into
Ogres, there always seem to be more to take their
loose but numerous groups that take to the battlefield in
place, which means when Ogres go to war, so do Gnob-
the hope of stealing some particularly choice shiny
lars. It's rare for an Ogre Tyrant to trust Gnoblars to do
things before the Corpse-Harvest.
anything important, especially in battle. Nonetheless,
Gnoblar Fighters arm themselves with an assortment of Gnoblars have their uses; a common tactic is to send
broken bottles, swords, spear tips, false legs, fangwea- them ahead of the army, so they can attack with missile
sel teeth, pointy sticks and rusted daggers - basically fire, and perhaps even in close combat before they
anything they can get their grubby, grasping hands inevitably run away. Some Tyrants even use them in
upon. Most of the time the Gnoblars will loiter behind hopes of exhausting an enemy's arrows, though this fact
the Ogres, making threatening yelps and menacingly is never mentioned to them as part of their duties.
shuffling forward. They can unleash a hail of sharp stuff,
Some of the gnoblar fighters with great effort to their
ranging from bristlehogs or sharpened horshesoes to
small little brains learn how to use slings. These flingers
jagged rocks - while short-ranged, such pointy rubbish
can keep a bit of distance from the foe balancing out the
can occasionally cause some real damage. In extreme
risks of one of their kin killing them to steal their slings.
circumstances (i.e., actual conflict) Gnoblar Fighters will
frenziedly jab their enemies in the nether regions with
their 'weapons' until either they or the enemy stops mo-

WS BS S T I Agi Dex Int Wp Fel


Teutonic Teutonic Teutonic Skull Crossed Shield
Cross Cross Cross
Halberds

Career Path
Bully — Brass 1

Skills: Athletics, Climb, Dodge, Intimidate, Melee (Brawling), Perception,


Ranged (Throwing), Sleight of Hand

Talents: Ambidextrous, Deadeye Shot, Dirty Fighting, In-fighter

Trappings: Various pieces of sharp-looking scraps

Fighter — Brass 2

Skills: Charm Animal, Endurance, Intuition, Lore (Ogres), Ranged (Sling), Ride
(Piggyback)

Talents: Careful Strike, Combat Reflexes, Dual Wielder, Jump up

Trappings: Sling or sharpened stick

Groinbiter — Brass 4

Skills: Language (Battle Tongue), Leadership, Melee (Basic), Ranged


(Entangling)

Talents: Berserk Charge, Enclosed Fighter, Reaction Strike, Step Aside

Trappings: Handweapon or net

Grand Groinbiter — Brass 5

Skills: Consume Alcohol, Cool

Talents: Furious Assault, Hardy, Resolute, Strike to Injure

Trappings: Leather skullcap

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Warrior Career

use of course, a sword gnoblar gets better op-


Sword Gnoblar portunities to train than any other of their kin.
Becoming more skilled and the closest gnoblars
Gnoblar come to actual weapon masters. Inevitably a foe
will eventually get annoyed at the runts and strike
The most influential Ogres of each tribe, such them down instead of swinging at the the ogre, en-
as Bruisers, often manage to secure themselves a ding the sword gnoblars career.
Gnoblar or two worth more than the dung on their
New Talent:
oversized boots. The best warriors of these green-
skin slaves are known as Sword Gnoblars. My boss can beat your boss!

Sword Gnoblars are the biggest and meanest of Max: 1


their kind. These scrappy little guys will weave Tests: -
between his ogre master’s legs, jabbing at their
You serve a mighty Ogre tyrant, a creature able to wrestle
opponent’s lower torso with makeshift weapons. giants, hunt down mammoths, scale the highest peaks
Often the distraction that these little warriors pro- unaided and much more before dinner. As long as you are
vide is enough for an ogre to land a crushingly near an ally which causes fear you ignore the fear rule of
accurate blow and occassionally the gnoblars everything with an equal or lower fear rating than your fear
causing ally.
themselves strike down their foes.
Shantytown Bully
Given actually good weapons from the fallen, pro-
vided these weapons are too small for an ogre to Max: Fellowship Bonus
Tests: Intimidate to people with lower status

WS BS S T I Agi Dex Int Wp Fel You serve a mighty Ogre tyrant, the best boss in the whole
tribe, this automatically makes you superior to all other ogre
Teutonic Teutonic Skull Shield Teutonic Crossed
Cross Cross Cross slaves, something you love rubbing in their faces. When
Halberds
dealing with others you may count the status of your ogre
master as your own status as long as those you deal with
Career Path have heard of your master.

Sword git — Brass 3

Skills: Climb, Cool, Dodge, Intuition, Lore (Ogres), Melee (Basic), Melee
(Brawling), Trade (Knife-grinder)

Talents: My Boss can Beat your boss!, Careful Strike, Reaction Strike, Warrior
Born

Trappings: Large dagger

Sword Gnoblar— Brass 5

Skills: Charm, Consume Alcohol, Endurance, Melee (Parrying), Melee


(Fencing), Perception

Talents: Ambidextrous, Beat Blade, Relentless, Step Aside

Trappings: Sword

Sword Swinger— Silver 1

Skills: Language (Battle Tongue), Melee (Two-handed), Melee (Pole-arm),


Ranged (Any)

Talents: Shantytown Bully, Disarm, Riposte, Strike to Injure

Trappings: Two weapons of any kind

Grand Stabéer — Silver 2

Skills: Evaluate, Melee (Any)

Talents: Combat Master, Dual Wielder, Feint, Reversal

Trappings: One weapon with the fine quality

Disclaimer: Unofficial supplement to WFRP 4th edition made by Leo Gunnemarsson


Armoury Expanded
The rules in this supplement reference many different weapons, armours and items not part of the base rules, equipment that need
rules. This part of the book offers rules for them.

Ironfist
Originating from the traditional Ogre sport of pit-fighting, Ogres often cover their off-hand with some kind of shield, spiked gauntlet or
heavy glove, known as ironfist. This can be used to bat aside even the strongest attacks in a similar way to a giant buckler, or merely to
smash an enemy's face into an unrecognisable pulp. They have not seen widespread military use outside of the Ogre Kingdoms but are
popular amongst pitfighters of other lands too. They are weapons of the parrying weapon group and require one hand to use. They have
the following rules.

Cost Enc Availability Reach Damage Qualities and Flaws

2GC 1 Scarce Very +SB+4 Trap Blade, Quick to Parry

Quick to parry
The weapon is made to quickly shift and move to parry. When parrying a fast weapon you do not suffer the –10 penalty for opposing it
without a weapon with the fast quality.

Pigbarter Pole-Hammer
Basically just a hammerhead at the end of a long stick this weapon has proved useful for hitting salamanders over the head and scare
them off. They are weapons of the pole-arms weapon group and use two hands to wield.

Cost Enc Availability Reach Damage Qualities and Flaws

1GC 2 Scarce Long +SB+4 Pummel


Ranged Weapons Expanded
Blackpowder

Weapon Cost Enc Availability Range Damage Qualities and Flaws

Leadbelcher 80GC 12 Rare 25 +10 Blast 3, Dangerous, Reload 4, Black-


powder, Damaging

Ironblaster 250GC 45 Exotic 60 +30 Dangerous, Reload 8, Black Powder,


Damaging

Ranged Weapons but Bigger


Ogres can use ranged weapons but the weapons of others are too small for them. To use an ogre variant of a ranged weapon double it’s
cost and Enc. Add +2 to its damage. Increase it’s rarity two steps. Leadbelcher cannons and Ironblaster cannons are allready assumed to
be ogre sized and will be unusable by smaller species.
The Cult of the Great Maw, Ever-Hungry god of the Ogres
Seat of Power: Crater of the Great Maw Strictures
Head of the Cult: Skrag the Slaughterer -Never turn down food.
Primary Orders: No formal orders -Never shy away from danger.
Major Festivals: All Ogre Feasts are festivals
-Eat at least five meals a day.
holy to the cult of the great maw
-Don’t leave a bellow unanswered.
Popular ”Holy Books”: Cave-markings in the
ogre lands depicting their history, the oral his- -Fear the Great Maw above all other gods.
tory ”Saga of the Ogres”
Common Holy Symbols: A circle of jagged
teeth
The vicious and Violent Great Maw is what seems
to be a living comet laying in a desolate desert east
of the Mountains of Mourn. It is of an immense size
and neverending hunger. It’s arrival to the world kill-
led a majority of the ogres then living which gave
them a deep respect for it and got them to worship
it. A worship that has grown ever stronger with time
and which seems to bring an endless hunger.
Alternate Rule:
Worshippers Humans and Ogre gods
The Great Maw is worshipped almost exclusively by The gods of the ogres are normally only worship-
ogres (and sometimes gnoblars in an attempt to mi- ped by ogres but there is nothing in the creed
mick and appease their ogre masters). There are forbidding others to worship them, on the
few ogres that do not worship this deity and it is contrary most ogres would find such a choice na-
with fearful reverence it is done. But also with drun- tural and logical as they see their own gods as the
ken revelry and violent contests. Ogres celebrate strongest.
the hunger of the maw with great feasts of fighting,
If the GM wishes he can allow humans in religious
drinking and most importantly eating.
careers to worship these two gods and cast bles-
Holy Sites sings from them. There is however one extra
The one holy site of the great maw is the great maw requirement for humans to do so. A human must
itself. This giant teethed comet is a pilgrimage site have finished a pilgrimage to meet the deity in
for ogres to which many travel. Some espesially order to fully gain the reverence for it required to
fanatic ogres even rip out one of their eyes and channel its power. A human doing this for the
throw into the maw in celebration of their first Great Maw gains the ’Hungry’ trait when the
prophet and the maw, putting in its place a stone. Great Maw accepts him or her. One doing it for
Legends say some ogres have been granted visions the Firemouth gets the ablaze condition twice
by these stones but for most they are nothing more right before the Firemouth accepts him.
than ordinary stones.
Penances
Pilgrimages to the Great Maw, winning contests of
strength or eating against other Ogres where the
stakes are high.
Miracles of the Maw
The Blessings available to followers of the Maw are; Courage, Har-
Braingobbler
diness, Healing, Might, Savagery, Tenacity.
Range: 5 yards
Spinemarrow Target: One enemy within range
Range: 10 yards Duration: Instant
Target: Two allies in range (one of them may be you should you wish) Ingredient: A severed head
Duration: One minute Selecting a severed head attatched to one of the meat hooks secured about
Ingredient: Gory spinal column his person, the Butcher chomps through the skull and gobbles up the grey
dainty within, projecting his victim’s worst nightmares into the minds of his
The butcher holds up a gory spinal corumn and sucks out all the blood and enemies. Each target gets the Broken condition twice. You can spend 2SL to
marrow to empower his companions. The targets get ”Fearless (All)” for give all targets two more Broken conditions.
the duration of the spell.
Trollguts
Bonecrusher
Range: 10 yards
Range: TB yards
Target: One ally in range (which may be you should you wish)
Target: One enemy
Duration: Four turns
Duration: Instant
Ingredient: Guts from a troll
Ingredient: A handfull of ribs, skulls and femurs.
Downing the toxic and utterly repulsive innards of a Troll isn’t easy but by
Shovelling a handfull of ribs, skulls and femurs into his mouth the butcher doing so a Butcher can magically transfer the beast’s supernatural healing
crunches them up even while he curses his foes who immediately find their ability unto himself and nearby companions, The Ogres wounds seem to
own bones with loud snapping sounds. The target(s) get a Minor broken stich together before the eyes of their dumbfounded enemies. All targets
bone effect on a randomly generated bodypart. You can spend 2 SL to heal one wound per turn.
change it from minor to major.

Bullgorger
Range: 10 yards

Target: Two allies in range (one of them may be you should you wish) Ingredients?
Duration: One minute
You may be confused by the ingredients listed here
Ingredient: The heart of a worthy beast as miracles don’t tend to have them. Worry not, the
Greedily devouring the heart of a bull Rhinox or Mournfang the Butcher miracles work as normal and the ingredients are not
can project the raw vitality imbued in such a worthy sacrifice to the Maw. needed. They are used only for the purpose of the
The targets get +10 to their strength. You can spend 1 SL to increase the
”Gastromantic Power” talent.
boost to +20.

Toothcracker
Range: 10 yards

Target: Two allies in range (one of them may be you should you wish)

Duration: One minute

Ingredient: A chunk of granite

By consuming a hunk of tooth-cracking granite the Butcher bestows the


rock´s resilience and the sturdiness of the mountains themselves into his
brethren. The targets get +10 to their toughness. You can spend 1 SL to
increase the boost to +20.
The Cult of the Fire Mouth, God of Volcanoes
Seat of Power: The Fire Mouth Penances
Head of the Cult: Council of Firebellies Pilgrimages to the Fire Mouth, swallowing magma,
Primary Orders: The Firebellies setting yourself on fire.
Major Festivals: The Flame Trial Strictures
Popular ”Holy Books”: Oral traditions -Answer the calls of the Fire Mouth as best you can
Common Holy Symbols: Tattooes of flames, a interpret them.
volcano symbol
-Spread the faith of the Fire Mouth.
The Fire Mouth is the Ogre God of Fire and Volca-
noes, and the supposed offspring of the Great Maw. -Light a fire each day.
Every so often the skies of the Ogre Kingdoms are -Burn or shave yourself to stay hairless.
thrown into turmoil, set alight by the volcano the
Ogres call the Fire Mouth. Located near the centre -Honour the father and mother of the Fire Mouth
of their mountainous realm, the vast conical edifice (The sun and the Great Maw).
is considered by Ogres to be the offspring of an un-
holy alliance between the Great Maw and the sun.
As a result, the Fire Mouth is itself a god, given re-
verence by all Ogres and especially worshiped by
those tribes that have witnessed the power of its Ogres and Magic
titanic eruptions.
The gods of the ogres are their own and their rites
Worshippers may be primitive but the basics are the same as
The volcano even has its own blazing priests, those of human worship where the latter is simply
the Firebellies. The majority of the Firebellies clus- more ordered and civilized. Ogres have their own
ter in a small tribe at the foot of their molten- priestly careers (Butcher and Firebelly namely) to
hearted god where they lead many rituals. After ye- use divine magic but apart from this and some
ars of service to their god, Firebellies often become unique talents that can affect it their magic works
possessed with wanderlust and will join other tribes exactly like human divine magic.
throughout the Ogre Kingdoms, or even travel to far Theoretically it should be possible for ogres to
distant realms. Along the way, Firebellies will potentially learn arcane magic but none has ever
spread the word of their angry god before retur- done so and it is by some of the mages studying
ning, leading a pilgrimage of many Ogres. Never magic of other species theorized that ogres can’t
truly at rest, the Fire Mouth periodically bubbles conceptualize such power coming from themsel-
and spits thick streams of lava down its sides like an ves and thus can only use divine magic, needing to
over brimming meat pot. Its major eruptions are believe their power comes from a higher source.
always seen by the Ogres as a sign that it is time for
war.
Holy Sites
The one holy site of the Fire Mouth is fittingly
enough the Fire Mouth itself though some Firebel-
lies consider all volcanoes minor holy sites of their
god as other volcanoes are the children of the Fire
Mouth.
Miracles of the Firemouth
The Blessings available to followers of the Firemouth are; Char-
Bow before the Volcano Father you weak
isma, Courage, Fortune, Hardiness, Might, Righteousness
pathetic gits!
Ignite!
Range: 15 yards
Range: Self
Target: FelB enemies within range
Target: Self
Duration: Instant
Duration: One hour
You launch a pillar of flame and force by heat and fear your foes to their
Holding up an item and bellowing for the power of the Fire Mouth you knees in reverence to the Fire Mouth. All targets get the prone condition
ignite it. One item you carry starts to burn and can not be put out for the (from bowing down). Targets with the Iron Will talent are immune to this
duration of the spell (after which it will work like a normal fire). miracle and refuse to bow to anyone. Undead and daemons are also im-
mune but for other reasons.
Lavaflow from within
Cool off
Range: Self
Range: 10 yards
Target: Self
Target: One ally in range (which may be you should you wish)
Duration: One Hour
Duration: Instant
Invoking the lavaflow of the firemouth the firebelly makes his tattoos start
to glow with divine fire. You illuminate your surroundings giving the illumi- Snapping your finger you put out fire burning on your friends showing it
nation of a burning building. You can spend 2SL to give one blinded con- that your god is better than those puny little fires. All targets lose all their
dition to all enemies with the night vision talent within line of sight. You Ablaze conditions.
can stop the miracle whenever you wish as a free action. If you are in com-
bat you may only stop the miracle during your own turn.

Fire Breath
Range: Cone of FelB yards

Target: AoE (Cone of FelB yards)

Duration: Instant

Breathing out you send a stream of fiery destruction at your foes. All tar-
gets suffer 5+SL damage and take an Ablaze condition.

Fists of Fire
Range: Self

Target: Self

Duration: One minute

By shouting ”Fire Mouth” at the top of your lungs you set your fists ablaze
with fiery power. For the duration of the spell unarmed attacks use the
pray skill, cause +2 damage and are magical.

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