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Ogryn Edition

FEW WORDS BEFORE YOU START READING

Hello and welcome to read this fan made expansion to Dark Heresy role playing game, made by Eemi Seppl Aka. Eldsu or Gamercr0w. To play with this book you need Dark Heresy core rulebook. I have left many of the things mentioned in the core rulebook from this small PDF, so go and buy your own Dark Heresy Core rulebook right away.

First of all if you're not the GM in the game where you're about to use contents from this book, it is highly recommended (and most likely necessary) to talk about using xenos in his/hers story, for one not to ruin all the plans.

Enjoy.

All rights Belong to Games Workshop

Ogryns. Character Creation. Bringing your Ogryn to life Ogryn Guardsman Advances..

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Ogryn Weapons New Talents..

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OGRYNS Ogryns are a huge and physically powerful Abhuman mutant subspecies of humans, often employed in the Imperial Guard by the Imperium. Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which limits their battlefield role to simple and direct assaults. They come from cold and barren planets in the galaxy with high gravity, such as Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline humans. An Ogryn's speech is much the same as an Ork's.

Origins The Ogryns are the toughest and largest soldiers commonly used by the regiments of the Imperial Guard. Originating from cold, barren, high-gravity prison planets settled many millennia before the founding of the Imperium of Man, the Ogryns' distant ancestors were once normal humans during the Dark Age of Technology. Thousands of years in the harsh terrains and brutal living conditions of their prison worlds after the start of the Age of Strife caused the fall of the first interstellar civilization of Mankind, forced their ancestors' bodies to adapt to their hostile environment.

Biological Characteristics The adaptation to the high-gravity environment described above is the reason for the Ogryns' thick skin, powerfully muscular build and resulting monstrous size. Though their adaptations led them to increase in physical size and strength, the Ogryns' intelligence declined to below average human levels. As the planetary conditions (barren, cold, harsh worlds with little food and long periods of starvation) that caused their mutation required only primitive survival instincts, part of their adaptation involved the loss of the ability for more complex intellectual thought since philosophical matters were unnecessary in an environment marked by starvation and a constant fight for life. Ogryns are said to be even less intelligent than some Orks. However, the truth is that their intellects did not actually devolve, but became much more focused on matters such as survival. Ogryns are claustrophobic, which means that they can only with great difficulty be loaded into armored carrier vehicles to be transported to the battlefield, and can only ride in vehicles if a commanding officer is present. As many as half a squad may be mounted on a Chimera. This slightly slows their deployment speed.

Imperial Guard When the Ogryns were rediscovered on their home worlds during the Great Crusade, the Imperial Army started recruiting the Ogryns into the Imperial Guard as close combat soldiers. Their recruitment was easy because they hardly need any training, as most Ogryn are quite capable of bringing down almost any enemy and their combat skills make them good assault troops. The Imperial Guard's officers also found that Ogryn are extremely loyal once introduced to the Imperial religion of faith in the Emperor of Mankind. They are known to believe and do anything their leaders say and ask. They see the orders they receive as having come down the chain of command ultimately from the beloved God-Emperor himself. On the other hand, Ogryn are known for their inability to understand any complex commands and tactics. This simplemindedness has also contributed to the big Abhumans' reputation as being notoriously easy to corrupt to the service of Chaos, particularly by the temptations of the Blood God Khorne. Their skin is extremely thick and Ogryn can ignore wounds that would cripple or kill a normal man. As they are brutal and direct, they favor knuckle dusters and knives for close combat. They are issued special, large auto-shotguns known as Ripper Guns, for shooting and clubbing. Frag grenades are also popular among Ogryn. Although extremely low in intelligence, some Ogryn may have a slightly higher level of intellect than others. This boosts their chances to be chosen as candidates for augmentation surgery known as BONE, which raises their intelligence further. These relatively smart Ogryn are given the title Bone'eads, and as they are able to understand more complex orders they are placed in command of a squad of normal Ogryns

Character Creation Stage I: traits: Larger Bones Ogryns are larger than average humans and so they have better reach but also stand out in crowd Effect: Ogryn counts as Hulking target. Ogryns also have to have their armors custom made for them (if it's not given as military supplements), meaning that add 20% to price for every armor ogryn wants to get fitting for himself. note: this also means Ogryn cannot wear armors looted from medium sized creatures. Massive Structured Ogryns have enough power to keep even large weapons steady without problem of losing their aim. Benefit: Ogryns gain unnatural strength (x2) and unnatural toughness (x2) Ogryns count as holding basic weapon in two hands even if they hold it in one hand and don't have to brace heavy weapons before shooting, due ogryn holding the gun is enough to count it as braced. Penalty: Ogryns' massive hands prevent them from using pistols. Primitive Origins Due the environmental apartment, Ogryns have focused their brains more on surviving than actual thinking. Effect: Ogryns treat skills Survival and Tracking as basic skills. Also, when ogryn is given an complicated command or task to work with, he must first pass an easy (+10) Intelligence check, to see if he is able to understand the command. Notice: In some cases a long or tricky sentences may also cause ogryn to roll this test to see does he understand it.

Stage II: Generating characters: Characteristics: Weapon skill (WS) Ballistic skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Willpower (Wp) Fellowship (Fel) base: 2D10 2D10 2D10 2D10 2D10 2D10 2D10 2D10 2D10

+25 +15 +25 +25 +10 +10 +10 +20 +20

Ogryn starting wounds: 20+D5 Ogryn starting fate: roll: 1-4 5-7 8-9 10 result: 0 1 2 3

Stage III:

Career path: Roll: 01-60 61-100 Career: Guardsman* Mercenary*(Not available in Beta) *use ogryn career advances table

Ogryn Guardsman: starting skills: speak language (low gothic) starting talents: melee weapon training (primitive) Exotic weapon training (Ripper Gun) Sturdy starting gear: Ripper gun & 2 clips Club or Brass Knuckles Street wear (Basic Quality Clothing) flak vest 1 week corpse rations 2 Big 'Nades starting wealth: D10 thrones

Bringing your Ogryn to life Stage V: I Build: roll: 01-05 06-15 16-25 26-45 46-60 61-90 91-100 size: 220/150 230/190 265/200 240/190 270/230 260/195 295/280 II Age: roll: 01-10 11-50 51-90 91-100 age: 20+D10 30+D10 35+D10 40+D10

III Colouration: roll: 01-30 31-50 51-70 71-90 91-100 IV Quirk: roll: 01-06 07-13 14-20 21-27 28-34 35-41 42-48 49-55 56-61 62-68 69-75 76-82 83-87 88 89-95 96-99 00 Quirk: piercings thick jaw chubby fingers large ears sweaty smell hacking cough pale skin feint smell piercing large tooth warpaint hard knuckles hump hairy back small tongue scarring large nose eyes brown blue green yellow hazel skin: tan fair rudy bronze dark hair: black brown bald grey blond

Divinations Roll: 01 02-03 04-07 08 09-11 12-15 16-18 19-21 22-26 27-30 31-33 34-38 39-42 43-46 47-50 51-54 55-58 59-62 63-66 67-70 71-74 75-79 80-89 90 91-94 95-97 98-99 00 Divination: "Take 'em down, keep 'em down." gain Takedown talent "My knuckles have proven themself in battle" gain Street fighting talent "Sins hidden in the heart turn all to decay." begin play with 3 corruption points "Innocence is an illusion" begin play with 1 insanity and 1 corruption points "Dark dreams lie upon heart." begin play with 2 corruption points "pain of a bullet is ecstasy compared to damnation." increase toughnes by +1 "Kill the alien before it can speak its lies." increase agility by +1 "Brawn over brain." increase Strength by +3 begin decrease Inteligence by -3 "Know th mutant kill the mutant." increase perception by +2 "Even the man who has nothing to offer can still offer his life" increase strength by +2 "Those tiny ones really kno' how to annoy me." gain Frenzy talent "Wound or two, what's the difference." gain 1 wound "My existence has an greater purpose." gain 1 fate point "Was that a bullet or were you just throwing stones at me?" increase toughness by +2 and gain 1 wound "I need no guns to beat them." increase weapon skill by +3 "If I try more, I might stay at their pace." increase agility by +3 "When superior asks something, you answer 'Sir, yes sir!'." increase willpower by +3 "My good ol' gun gives me all the power I need." increase ballistic skill by +3 "With right words, miracles can happen." increase fellowship by +3 "My skin is thicker than your finger is wide." increase toughness by +3 "Only place for ogryn to fufill his duty is at battlefield." increase willpower by +3 "The only true fear is of dying with your duty not done." gain 2 wounds "I'll lift it for ya." increase strength by +3 "1+1=2" increase inteligence by +5 "Suspicious mind is a healthy mind." increase perception by +3 "Trust in your fear." increase agility by +2 and gain 1 fate point "a small mind is easily filled with faith" Decrease inteligence by -3 and increase willpower by +3 "Don't ask why you serve. Only ask how." increase weapon skill and ballistic skill each by +3 Name: you may use tables "Primitive", "low" or "informal" name chart from core rulebook. Home world/background: If you want to throw a background for your ogryn you can choose from Feral, Hive or Imperial table.

OGRYN GUARDSMAN ADVANCES Conscript 0-499 Guard 500-999 Armsman 1000-1999 Sergeant 2000-2999 Veteran 3000-5999 Lieutenant 6000-7999 (Not available in Beta)

Bone 'ead 8000-9999 (Not available in Beta)

Captain 10000-14999 (Not available in Beta) characteristic advances: Weapon skill Ballistic skill Strength Toughness Agility Intelligence Perception Willpower Fellowship simple 100 100 100 100 500 250 250 750 intermediate 250 250 100 100 750 500 500 1000 trained 500 500 250 250 1000 750 750 2500 expert 750 750 500 500 2500 1000 1000 2750

Conscript advance Awareness Common Lore (Imperium) Common Lore (War) Basic Weapon Training (SP) Basic Weapon Training (launcher) Intimidate Survival Tracking Thrown Weapon Training (Primitive) Resist (Cold) Swift Attack Jaded Die hard Heightened Senses (Smell) Navigation (Surface) Sound Constitution* cost 100 200 200 100 100 100 100 100 100 100 300 100 200 100 100 200 type S S S T T S S S T T T T T T S T prerecuisites -

*you may take this talent up to two times at this rank.

Guard advance Combat master Chem geld takedown Heavy Weapon Training (Sp) Heavy Weapon Training (Launcher) Resist (Heat) ciphers (ogryns) survival +10 crushing blow iron jaw carouse decadence Awareness Heightened Senses (Sight) intimidate +10 Common lore (imperial guard) sound constitution* cost 100 100 200 200 200 100 100 100 200 200 100 200 300 100 100 200 200 type T T T T T T S S T T T S S T S S T prerecusition WS30 survival S40 T40 T40 intimidate -

*you may take this talent up to three times at this rank.

Armsman advance awareness +10 scrutiny Interrigation gamble swim two weapon wielder (melee) two weapon wielder (ballistic) unshakeable faith Trade (Agri) Basic weapon training (las) crippling strike chippers (ogryn) +10 takedown crushing blow Hip shooting Bear's Hug sound constitution* cost 100 200 300 200 100 200 200 100 200 100 100 100 100 200 200 100 200 type S S S S S T T T S T T S T T T T T prerecusition awareness Per35 WS35,AG35 BS35,AG35 WP40 Chippers (Ogryn) S40 BS40,AG40 S40 -

*you may take this talent up to two times at this rank. Sergeant advance Basic weapon training (Flame) interrogation Carouse true grit chippers (Guardsmen) Hatred (mutants) Peer (Ogryns) survival +20 intimated +20 Quick draw Gamble +10 Inquiry Furious Assault Ram swim +10 frenzy Flagellant sound constitution* cost 100 100 100 200 200 200 100 100 100 300 100 200 200 100 100 100 100 200 type T S S T T T T S S T S S T T S T T T prerecusition T40 survival +10 intimidate +10 gamble S40 swim -

*you may take this talent up to two times at this rank.

Veteran advance Awareness +20 Common Lore (Administratum) Ambidextrous Command Berserk Charge Carouse +10 Heavy Weapon training (Las) Basic Weapon training (Plasma) Heavy Weapon training (Flame) Good Reputation (Ogryns) Peer (Guardsmen) Mighty Toss Armor of Contempt Disarm Mighty Shot Nerves of steel Chippers (guardsmen) +10 Secret tongue (Ogryns) Scrutiny +10 Hatred (orks) Hatred (Gretchins) sound constitution cost 100 200 200 100 300 100 200 200 200 200 100 100 200 100 200 100 100 100 100 100 100 200 type S S T S T S T T T T T T T T T T S T S T T T prerecusition Awareness +10 AG30 Carouse Peer (Ogryns) FEL30 WP40 WS30 Chippers (Guardsmen) Scrutiny -

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OGRYN WEAPONS

Ripper Gun Ogryn serving in the Imperial Guard are equipped with the Ripper Gun, which is a shotgun built to their scale. Compared to other Imperial weapons, these guns are fairly simple, somewhat similar to the Ork Shoota. It is a short range weapon that fires several shells at once to compensate for the poor aim of the average Ogryn. They are fired to soften up the enemy before the Ogryns charge into close combat. Ripper guns are built particularly robustly, so that the Ogryn can use them as clubs in melee. These guns can also be fitted with a Ripper Saws. A Ripper Saw is, as the name implies, a saw that is attached to the end of a Ripper Gun. This is one of the few weapons that is made for Ogryns. They are specially made to be more durable and larger, to compensate for Ogryns' extreme clumsiness and stupidity. Because of the size and simplicity of the Ripper Gun, it is one of the few ranged weapons an Ogryn can use, due to their immense size and stupidity. Ripper gun is an exotic weapon. Big Nade For the use of something as big and strong as the ogryn, a heavier and larger version of frag grenade had to be made only for ogryns to use.

name

class

range

R/o/F

dam

pen

clip

rld

special

wt

cost

availability

Ripper gun*

heavy

30m

1/3/5

D10+4 I

40

2full

scatter, 20kg 700 Inaccurate

Rare

Big 'Nade** thrown

2D10+5 X

Blast(3)

2kg 70

Rare

*Ripper gun always has blade attached to it, blade counts as a spear in close combat. **Big 'Nade cannot be mounted in normal grenade launchers, however they can be shot from missile launchers and RPGs.

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NEW TALENTS

Name Mighty toss Bear's Hug Poor Literacy Ram Ogryn's Might Tough as an Ol' Rhino

Talent/Skill Description Talent Talent Talent Talent Talent Talent Doubles throwing range. Cause damage while grabbing opponent. May try to understand text. Ram trough objects and cause extra damage. Affect people with either intimidating, inspiring or command loud words Shrug off fatigue with successful Toughness test.

Bear's Hug: While grabbing, use half action to cause D10+SB I damage to grabbed target. Poor literacy: You may try to use literacy with -20 Intelligence check. Ram: When charging to enemy add +10 to your Strength and Toughness until the end of your next turn. Also, when ramming trough a barricade, door etc. double your Strength bonus for the case of impact. Ogryn's Might: Add +10 when making Command, Intimidate, Interrogation and Inquiry rolls, Your minions also add +10 to their Pinning and Fear rolls Tough as an Ol' Rhino: Use full action to shrug off 1 level of fatigue with successful Toughness test.

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