Rhinox Calvary


Rhinox Calvary
 
WD #309


There is a rite of Ogrehood practised in the Ogre tribes of the Mountains of Mourn. Aspiring Bulls will stalk and hunt an adolescent Rhinox whilst it performs its own violent rite of passage - a brutal contest of strength that involves high-speed collisions and a lot of blood.  A protracted Rhinox  leadership challenge wil l usually result in the death of the losing party, as even these bad-tempered hulks of muscle and matted hair can bleed to death. But the Rhinox, as with all species native to the Mountains of Mourn, is extremely resilient. Even when its brain has ceased to function it will continue to fight, slashing and biting in its death throes. It is at this point the hunting Ogre will launch his ambush. The victor of a Rhinox leadership challenge will be exhausted and have lost a lot of blood as a result of its ordeal. This is about the only state in which a lone Ogre could expect to find a Rhinox and capture it alive. The Ogre aspirant sprints towards the wounded Rhinox and vaults on to  his back. Those that ride out the bucking, bellowing frenzy that invariably follows will break the beast's wi l l as it slows and eventually concedes that to continue would be to bleed to death. Those Ogres that fall off during this violent rodeo are gored and subsequently eaten by their quarry. For the successful asprirants, there follows a period in which the would-be Rhinox rider must remain ' in the saddle' at all times, steering the beast with his club. The Rhinox, its walnut-sized brain addled by the repeated blows, slowly becomes accustomed to bearing a rider. In this way the Ogre wins the acceptance of the beast. Once a Rhinox has been broken in this manner, it is almost possible to domesticate it. Ogre Rhinox riders return to their tribe with their prize, but not for long. There is a fortune to be made as a mercenary for a young Ogre with his own Rhinox, and every spring a few new Bulls from the upper slopes will join together and sell their services as the heaviest shock cavalry known to the Warhammer world. Rhinox riders typically carry all their worldly possessions upon their mount, as there is more than enough room, and a broken Rhinox makes an excellent beast of burden. They like to advertise their success as Dogs of War, and often wear precious metals to  show their wealth. Although Rhinox riders can usually secure the victory of any battle they are engaged in, these brutes and their gigantic steeds do not come cheap, and the paymasters of the  victorious side have often noted a profound feeling of loss when the spoils of war are shared out.
It is well-known that almost all the Rhinox riders abroad in the world hail from the Ironskin kingdom, populated by a tribe of Ogres who revere their mighty Tyrant almost as much as they revere iron itself.

Rhinox Rider

MWSBSSTWIALd
Rhinox Rider632455237
Thunderlord632455247
Rhinox73-5--235
Bull Rhinox74-6--245

Points: 100 per model
Uni t Size:
1-3
weapons a n d Armour: light armour, Ogre clubs
Special
Rules: Cause Fear, Bad Tempered, Thunderous
Charge, Single-minded, Bull Rhinoxen, Dogs of War
Rhinox Riders are cavalry and wear light armour. Combined
with the thick hide of the Rhinox, this gives them a 4 +
Armour Save. Each Rhinox Rider has Unit Strength 4 Bul l
Rhinox Riders have a Unit Strength of 6 Rhinox Riders are
based on a 50x50mm base, Bul l Rhinoxen on a chariot base.
Options
•Any unit may be given ironfists (+10 pts/model)
.
• Ogre Rhinox Riders may benefit from the Armour Save
granted by an ironfist in close combat as normal, but may
not use it to gain +1 Attack.
•Any unit may upgrade their light armour to heavy armour
(+6 pts/model).
•Any unit may upgrade one Rhinox Rider to a Thunderlord
at +24 pts.
•Any unit may upgrade one Rhinox Rider to a Musician at
+ 12 pts.
•Any unit may upgrade one Rhinox Rider to a Standard
Bearer at +24 pts.
•Any unit may have a magic banner of up to 50pts in value.
• Any Rhinox in the unit may be upgraded to a Bul l Rhinox
at +45 pts, however a Thunderlord's Rhinox must be
upgraded first.

Special Rules
Cause fear. Rhinoxen are large and dangerous cave-beasts
with horns as long as a full-grown man. They cause fear.
B a d Tempered. Even Rhinoxes that have been broken by
their riders have a temper shorter than a pygmy's thumb. If
there is an enemy model that is an eligible target for the
Rhinox Riders to charge during the Declare Charges part o f ;
the Movement phase, it must immediately pass a Leadership
test or declare a charge - if there is a choice of models to
charge, then the controlling player may choose freely
between them.
Thunderous Charge. Even a single Rhinox Rider in full
charge is a terrifying sight, the ground itself trembling as the
cave-beast thunders into the ranks of their foe. On any turn
when all models in a Rhinox Rider unit charge more than 7",i
each model causes D3 impact hits at the basic strength of the
Rhinox or Bul l Rhinox.
Single-Minded. Once a Rhinox has started to move it is
difficult to get it to stop. This rarely interferes with the
Rhinox Riders' strategy, which usually consists of 'head down
and charge'. A unit of Rhinox Riders may not change
formation at all unless they spend their entire Movement
phase reforming. They may not wheel more than once in any
given turn (they still get a 'free wheel ' to align in combat to
their enemy).
B u l l Rhinoxen. A full-grown Bu l l Rhinox is roughly the size
of a steam tank and almost as difficult to stop. Bul l Rhinoxen
cause terror instead of fear, and are Large Targets. E n e m i e s {
firing at units of Rhinoxen comprising of Rhinox and Bu l l
Rhinox must nominate which they are firing at before
resolving their shots.
Dogs of War. Though rarer even than the most far-travelled
Maneaters, Rhinox Riders are mercenaries and sell-swords to
a man. Units of Rhinox Riders may be included in non-
Ironskin Ogre Kingdoms armies, taking up a Rare and a
Special choice. A single unit may be included to non-Ogre
Kingdoms armies too (this includes Dogs of War armies), but
wil l take up two Rare choices instead.

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