Ogryns
Ogryns are large brutish creatures, standing some 10 feet tall, and all bone and muscle. Ogryns are perfectly suited to their role as mercenaries and bodyguards. They lack the mental capability to question any orders, they have a child-like obedience and naturally form strong loyalties to their masters. For these reasons Ogryns are highly prized as bodyguards and many Inquisitors use them for protection.
Special Rules: All Ogryns make very scary opponents there for all Ogryns have the fearsome special ability.
Fierce Loyalty: Once hired an Ogryn will take his job as a bodyguard very seriously. He becomes very loyal to his new master. He follows his master everywhere, and becomes suspicious of any who approaches him and is ready to batter anybody who gets too close if they make a wrong move. In game terms an Ogryn must always remain within 18 feet of his master and must keep his master within line of sight. If he goes out of 18 feet of his master or he cannot see him the Ogryn must pass a Will power test or use as many of his actions as possible until he can see his master again once he has done this he may spend the rest of his actions as normal.
Equipment: Ogryns are not very intelligent and find it very hard to work complex weaponry. Therefore most Ogryns only use very basic, common equipment.
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WS
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BS
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S
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T
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I
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Wp
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Sg
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Nv
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Ld
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Speed
|
|
65
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40
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210
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155
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55
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75
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45
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70
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70
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4
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55+2D10
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30+2D10
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190+4D10
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135+4D10
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56+2D6
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65+2D10
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40+2D6
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65+2D6
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65+2D6
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4
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These are various other rules posted on the Yahoo Inquisitor group which help add a little more character to your Ogryn.
Ogryn Ripper gun
Ogryn knife
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Reach
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Damage
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Parry penalty
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3
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D10+2
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-20%
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Thick as!: after every shot of the gun, pass a wp test or disreguard
your next action and shoot again, even if your out of ammunition,
and can carry onto other turns. Must pass a Sagacity test to use grenades.
'Thick Skull': Ogryns have developed an incredibly hardy bone structure over
the millennia. This means Ogryns do not benefit from bonuses to Sagacity
tests, but they also cannot be stunned.
Thick skinned: +1 armor to all locations,+2 to head, cannot recover injuries without aid from another character.
It's dark in here: They will only go into a confined space if a persuading character can pass a leadership test.
'Ogryn Stealth.': Ogryns are not the quietest of creatures. It is +20% to detect them.