Ogryn
Powerful and Hulking sanctioned ab-humans. Ogryn are fiercely loyal to the Imperium and will wreak havoc on the enemy.
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill.
Starting Skills: Intimidate or Survival.
Starting Talents: Die Hard or Iron Jaw, Weapon Training (Heavy, Solid Projectile).
Starting Traits: Auto-Stabilised, But It Dark in Dere!, Clumsy, Size (Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2).
Specialist Equipment: Common Craftsmanship ripper gun, 1d5 frag grenades.
Wounds: 25 + 1d5
Cost: 250 xp
Effect: Those Guardsmen that choose to tolerate the presence of the Ogryn tend to be the ones of similar build. However, even the largest Guardsman is tiny in the eyes of an Ogryn, and gain the affectionate name “little ‘uns.” The Ogryn’s Comrade gains an extra Wound State. He can now be either Healthy, Lightly Wounded, Heavily Wounded, or Dead.
Cost: 300 xp
Effect: Ogryns become very attached to those around them, and can gain strong connections to their Comrades. If the Ogryn’s Comrade is not in Cohesion with the Ogryn, or is within 10 metres of another Player Character and engaged in melee with an enemy, the Ogryn becomes Frenzied (see page 144) and gains an additional +10 Strength and +10 Toughness until his Comrade is either safe or dead. If the Comrade dies, the Ogryn becomes inconsolable for hours.
Starting Aptitudes, Talents, and Modifiers
Characteristic Bonus: +10 Strength, +10 Toughness, –15 Intelligence, and –10 Agility.Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill.
Starting Skills: Intimidate or Survival.
Starting Talents: Die Hard or Iron Jaw, Weapon Training (Heavy, Solid Projectile).
Starting Traits: Auto-Stabilised, But It Dark in Dere!, Clumsy, Size (Hulking), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2).
Specialist Equipment: Common Craftsmanship ripper gun, 1d5 frag grenades.
Wounds: 25 + 1d5
But it Dark in Dere!
Despite their fearsome and fearless nature, Ogryns are extremely claustrophobic. They will not enter caves, basements, ruins, infantry fighting vehicles like the Chimera, or even smaller than average buildings, of their own free will. Officers and Commissars can order them into such places, but suffer a –10 penalty to any Command Skill Tests to do so, and Ogryns suffer a –10 to all Skill Tests when so confined.Clumsy
Ogryn’s hands are not only much larger than those of a normal human, but also far stronger, and most Ogryn have a hard time using them to perform delicate, or even normal, tasks. Because of this, Ogryn cannot use most weapons made for humans, as they tend to break them when they try. Any weapon which doesn’t have the Ogryn-Proof Trait cannot be used by a character with the Clumsy Trait.Comrade Advances
These are Advances that may be purchased by the Ogryn to enhance the abilities of his Comrade.Little ‘Un
Type: PassiveCost: 250 xp
Effect: Those Guardsmen that choose to tolerate the presence of the Ogryn tend to be the ones of similar build. However, even the largest Guardsman is tiny in the eyes of an Ogryn, and gain the affectionate name “little ‘uns.” The Ogryn’s Comrade gains an extra Wound State. He can now be either Healthy, Lightly Wounded, Heavily Wounded, or Dead.
Fierce Loyalty
Type: PassiveCost: 300 xp
Effect: Ogryns become very attached to those around them, and can gain strong connections to their Comrades. If the Ogryn’s Comrade is not in Cohesion with the Ogryn, or is within 10 metres of another Player Character and engaged in melee with an enemy, the Ogryn becomes Frenzied (see page 144) and gains an additional +10 Strength and +10 Toughness until his Comrade is either safe or dead. If the Comrade dies, the Ogryn becomes inconsolable for hours.
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