Alain

Choon the Expendable's page

1,513 posts. Alias of Choon.


Full Name

Thud'dr

Classes/Levels

Also Currently a Breacher named Sizzle

Gender

WS 24, BS 60, S 32, T 37, Ag 32, Int 40, Per 30, WP 30, Fel 31, Wounds 13/13, FP 1/1 Frags:4 Krak:8 | Las Rifle [Rocket Launcher] | Currently: fine

About Choon the Expendable

garble of gothic letters Sizzle:

Weapons specialist
WS 24
BS 60 = 40+5(spec.)+15(xp)
S 32
T 37
Ag 32
Int 40 = 30+10(xp)
Per 30
WP 30
Fel 31
Wounds: 13
fate: 1

Former Weapons Specialist Aptitudes: Agility, Ballistic, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower
Current Breacher Aptitudes: Agility, Finesse, Fieldcraft, Intelligence, Tech, Toughness, Willpower

Skills
Known +0: Dodge, Awareness, Commerce
Trained +10: Acrobatics, Athletics, Common Lore (Imp. Guard, War), Tech Use
Experienced +20: Navigate (surface)

Talents:
Weapon Training (Launcher, Las, Solid)
Rapid Reload (Reg): reduce reload time by half
One with the land: +10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive: -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number.
Lasgun Barrage: If firing on semi or full auto and not moving, +1 DoS
Marksman: no range penalties
Modify Payload: When preparing a grenade, missile, or round that has the
Blast or Smoke Quality, this character may make a Challenging (+0) Tech-Use Test using the Demolitions Special Use of the Skill. If he succeeds, the weapon increases Damage (if it deals Damage normally) and its Blast or Smoke Quality by 1, plus 1 for every three additional Degrees of Success beyond the first that he scores on the Test. If he fails by a number of Degrees of Failure greater than his Intelligence Bonus, however, he accidentally triggers the device, causing it to detonate immediately.
Steady Hand[Passive]: Reduces DoF on failed tests to assemble, disassemble, disarm, craft, identify and modify explosive devises by 1 per Agi-B (to a minimum of 1, currently 3). This skill is disabled for one round if the character suffers damage. He may spend a FP to ignore this constraint for one scene.

Gear
Good Crftsmanship M36 Lasgun + 4 charge packs
Common Craftsmanship missile Launcher
4 frag missile packs for 12 missiles
1 Krack missile pack for 3 missiles
1 Scatter Missile, 1 Minefield Missile
4 Fragmentation Grenades & 8 Krak Grenades
2 shapers
2 Snare Mines
Combitool, wire (30m), respirator
2 remote detonators + 1 remote trigger
1 motion sensor
1 Knife,
Flak Armor: 4 Armor Points on each location,
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack
Micro-bead (8)
Preysense Goggles (15)
Laspistol sidearm + 2 charge packs (5)
Chrono (2)

xp (3050/3,050)
(500) BS +15
(250) Int +10
(300) acrobatics Trained +10
(300) Stealth Trained +10
(200) Awareness Known
(200) Dodge Known
(200) Marksman
----- Transition to Breacher
(200) Tech Use +10
(400) Ranged Weapon Expert (launcher)
(400) Steady Hand
(200) Commerce Known

Sizzle is from a remote area of our home. That area's language has diverged greatly over time and it uses several sounds and structures that don't translate well into Gothic. So everyone just calls him Sizzle because that's that his name sounds like.
Sizzle was randomly selected to operate a Missile launcher through a quirk of Administratum bookkeeping, but the Emperor smiled on him and he has taken to his job with a fervor. The first time he witnessed a Frag Missile detonate on the training range he stood in place slack-jawed until the Sargent beat him back into line. He devoured the knowledge passed onto him by the local Tech Priesthood and soon was able to modify and disarm explosives. His hands never shake and his veins, they say, are full of ice water when under pressure.
When not under pressure, however, Sizzle is easily bored and prone to trouble. This has not turned out well for Sizzle. In the past he rose quickly to Corporal and was on his way to sergeant when one of his missiles detonated prematurely after firing and killed several people. He was disgraced and demoted and shoved off to a new squad in a new outfit...

Mac:

Lt. Mausfänger "Mac" Ziegelhaus, Tank Commander
WS 26
BS 40 (30+10xp)
S 30 (27+3Reg)
T 34 (31+3Reg)
Ag 31
Int 32 (32+3Reg-3Reg)
Per 33 (31+5xp-3Reg)
WP 37 (32+5xp)
Fel 53 (35+5spec+3reg+10xp)
Wounds: 1d5 + 10 + 2 ⇒ (5) + 10 + 2 = 17
fate: 1d10 ⇒ 4 - 1 Point
Skills
Command
Schol. Lore (Tactica Imperialis) +10

Talents
Rapid Reload (Reg); Weapon Training (Chain, Las, Low-tech).
One with the land: +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive: -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number.
Iron Discipline: You are immune to contagious fear as long as a superior officer or commissar is within visual range and never take penalties on the roll to resist contagious fear. You may take the snap-shot action if pinned behind cover without a test, but still may not leave it without a test.

Gear
Good Craftsmanship Chainsword and Las Pistol
M36 Lasgun + 4 charge packs,
not sure if I get 'nades,
1 Knife,
Flak Armor: 4 Armor Points on each location,
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack
Micro-bead (8)
Preysense Goggles (15)
Laspistol sidearm + 2 charge packs (5)
Chrono (2)

Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Willpower(reg)

xp (2,050/3,050)
(100) +5 Fel
(250) +5 Fel
(100) +5 Per
(100) +5 BS
(250) +5 BS
(100) +5 Will
(400) sch. Lore: T.I. +10
=1300
(250) Relayed Commands - The Sergeant's Orders also apply to any ally (he has commanding authority over!) within communication range. If the Sergeant has access to a Vox or the team has a Vox operator, his Orders apply to any ally within vox range.
(200) Coordinated fire - The Sergenats orders allies to focus their fire
according to the Called-Target squad ability. In addition the Sergeant can try a Command (+0) test. If he succeeds, he coordinates the timing in such a way, that all attacks hits the target at the same time, increasing the inflicted damage considerably causing every hit to increase the inflicted damage by 4 +1 for every three DoS.
--------------
Called-Target: The squad focuses their fire on one shared target in such a coordinated way, that their attacks are near synchronous. This combines a Delay and Attack (of any kind) action and provides a +5 BS per participating ally to a maximum of +20 when 4 or more allies fire on a shared target
---------------
(200) Snap Out of It! - The Sergeant can make a
Command/Intimidate +0 test (modified by the original difficulty) to end the Fear/Pinning effect on all allies.
Left:100

MacGuyver:

WS:22
BS:29
S:31
T:33
Ag:42
Int:42
WP:35
Fel:31
Per:32

Skills:
Awareness
Acrobatics +10
Com. Lore (Tech, Imp. Guard, War)
Dodge
Logic
Survivial
Scol. Lore (Tactica Imperialis)
Forbidden Lore (xeno-tech)
Tech-Use +20
Survival
Operate (Surface)

Talents:
Rapid Reload
Quick Draw
Nerves of Steel

Notable Equip:
Autogun (2 clips left)
Hand Cannon (1 clip left)
Guard-issue Flak Armor (all locations)
0 frag grenades
0 krak grenades
2 anti-personal mines*
0 det-packs
wire
several tools (act together as a multi-tool)
1 rolls of ductape
chewing gum(!)

Mission 2 (900):

Thud'dr:

Name: Thud'dr
Class: Ogryn
Height 3.1m
Weight: 400kg
Ambition: To destroy all foes
Hatred: Boredom
Attributes:
BS: 36 = 36 +5(ep) = 41
WS: 35 = 35 +5(ep) = 40
S: 38 +2(trait)+3(Regiment)+3(world)+10(ogryn)+10(ep)=66
A: 32 -10 (ogryn) = 22
T: 35 +2(trait)+3(Regiment) +10(ogryn)+10(ep) = 60
Int: 33 -3(Regiment) -15(ogryn) = 9 Reroll: 30
Will: 33 = 33
Fel: 32 = 32 +10(ep) = 42
Per: 29 = 29
Unnatural Strength 2, Unnatural Toughness 3
Wounds: 25 +2(roll) +2(regiment) = 29
Fate: 1
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower(Regiment)
Incenerant Aptitudes: Agility, Fellowship, Offense, Social, Strength, Weapon Skill, Willpower, Toughness(replace regiment willpower)

Skills:
Known: Intimidate, Athletics, Low Gothic, Operate (Surface), Sch. Lore (Beasts), Common Lore (War, Imperial Guard)
Trained +10:
Advanced +20: various Ecclisiarchy topics

Starting Talents:
Iron Jaw: Test toughness to overcome stunning
Weapon Training: (Heavy, Solid Projectile, Chain)
Rapid Reload(Regiment): reload times cut in half
Incinerant bonus:
Sure strike: Called shots at -10 instead of -20
Radiant Presence: all allies in 12 meters get +10 to tests vs fear or intimidation
Purchased talents:
Berserk Charge Charging WS tests are at +30
Weapon Training: Chain
Hardy: Always count as lightly wounded
True Grit: Toughness reduces critical damage, min 1
Double Team: Gain an additional +10 if you outnumber your enemy
Furious Assault: Use reaction on an all out attack hit to attack again.
Curate: I gain a Fate point whenever I trigger RF and can give it to any in communication's range.

Traits:
Bon'Ead good quality cerebral implants

Spoiler:

Ogryn Bon‘Ead Implant:
A sturdy and comparatively simple brain cybernetic stimulating many dormant brain regions of an Ogryns brain. This brings the mental capacities of the patient up to average human levels.
Allows an Ogryn to reroll his Intelligence score by rolling 2d10+10, modified by any previously bought advancements or regimental modifiers.
The respective Ogryn does no longer take penalties in any intelligence-based tests and is able to learn reading and writing - which takes him about 2d5-ITB months.
rolled a 30 int and 2 months to learn to read
In addition, the Ogryn becomes much more aware of his massive hands and fingers, allowing him to use non-Ogryn-proof items with a successful Agility+20 test. 3+DoF on that test means the Ogryn still breaks the item.

Boons:
+1 AP to the head
+20 on a variety of Ecclisiarchy subjects.

Ogryns receive a +10 to WP tests made to resist pinning
Auto-Stabilized - I always count as braced, can fire weapons on full auto without bracing
But it Dark in Dere! - will not enter anywhere small or dark unless commanded to do so with a -10 penalty. Take -10 to all tests while confined.
Clumsy - Cannot use weapons that are not "ogryn proof"
Size(Hulking) - Foes have +10 to hit me, stealth -10, movement AB+1
Sturdy - +20 to resist grapples and preform Takedowns
Unnatural Strength (+2), Unnatural Toughness (+2)
Cold Resistance (+10, -10 heat)
Ogryn-Ferocity: This works like the frenzy talent (granting +10 to WS, Str, Tgh, Will with a -10 to BS, Int, Fel (min1) and the Ogryn counts as having the frenzy talent for the sake of fulfilling talent requirements) but with the following changes: An Ogryn will NOT attack any obvious ally (must be easily identifiable) until commanded by his commander. In case of doubt the Ogryn must test an Intelligence (+0) test to figure out the alliance of the respective target. While frenzy the Ogryns commander can direct the Ogryn via a hard (-10) command test (this can be: Stop attacking, move away/to, change target, etc.). With a very hard (-20) command test the Commander can end the Ogryn ferocity at any time. The commander can make an easy (+10) command test to start Ogryn-ferocity. This test receives a +30 modifier if any ally is in melee within the charge range of the Ogryn.
Original Frenzy reference

Spoiler:
The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fuelling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship—note that Characteristic penalties are different from Characteristic Damage (see page 188), and cannot reduce a Characteristic below 1. While Frenzied, the character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy.
While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Characters may not use psychic powers while Frenzied. After combat ends, or if there are no more eligible enemy targets for the character to attack, he can make a Willpower Test to snap out of his Frenzy. If he fails, he must continue to attack, favouring NPCs over PCs. Each successive Round, however, he may make another Willpower Test, with a cumulative +10 bonus to return to a stable state of mind and come out of Frenzy. After Frenzying, a character may not Frenzy again for at least an hour as he recovers his mental and physical strength.

Equipment: Common craftsmanship Ripper Gun, Ogryn Sized Frag Grenades: 1d5 ⇒ 4 Imperial Guard Flak Armor(+4 all save head), Makeshift helmet (+6 vs I,R/+2 vs E,X), Ogryn shield, Broken Evicerator, Defunct Rosarius, ogryn-sized entrenchment tool, 4 sets of basic ogryn uniforms, religious symbol, waterproof heavy-duty plane [can be used as sheet, tent, rain cover, ...], Ogryn proof mess kit

Defunct Rosarius which still holds some power from the former wearer granting you the first Priest power:
.... You create one temporary FP whenever you kill a foe of Handler, Elite or Master Rank in close combat (or at least half a squad of troops in a single engagement) that can be given to any squad member and can be used like any other FP, but cannot be burned and is lost if not used after one day.

Ripper: Heavy | 30m | S/-/6 | 1d10+8I | Pen0 Scatter | Clip 48 | 2 full
Scatter:
§ Point-Blank: +4 Pen, +4 Dmg, Proven(3), Bleed(2)
§ 1st Increment: +2 Pen, +2 Dmg, BS+20, Bleed(1)
§ 2nd Increment: Blast(1)
§ 3rd & 4th Increment: Cone(50)
§ Harmless beyond 4th increment

Stubbornly Broken Evicerator: 2d10 + 1,5*STB if using 2-handed or 1d10+STB one-handed – R, unbalanced, Ogryn-Proof

Eviscerator (live vs Orks):
2d10+1.5 STB+4 R, Pen:9, Tearing(4), Unwieldy, Razor Sharp
Special: Increase all RF and Critical damage dice results by 1
Tearing: Roll 1 extra damage die and keep the better. Do X more damage if the target is unarmored or if pen>Ap
Unwieldy:-10 to party or be parried. Cannot be thrown.
Razor sharp: double Pen if DoS 3+

Ogryn Sized Frag: 2d10+8X, Pen:2, Blast[2], Shrapnel [10], Proven[3], Delayed, ogryn-proof (for a normal human such a heavy grenades only have 1*St-Mod base-range!)

Ogryn shield: Really just a huge slap of reinforced metal, carried into battle by Ogryns as mobile cover for himself and his allies. Provide cover (AP 20) against attacks coming from the front for the Ogryn and up to four normal-sized creatures standing behind the Ogryn. Too unwieldy to be used for actual defense, it may still be used as a crude yet effective weapon by the Ogryn (melee, 2d10+4 I, Pen:0, Primitive (6), Unwieldy, Concussive (0) plenty availability). An Ogryn shield can be easily constructed from basically any reasonably large metal frame given time and some heavy duty tools with a Trade (Armourer)+30 test.

ep total: 3000/3050
(350)Strength +10
(350)Toughness +10
(100)WS Trained
(200)BS Trained
(100)Berserk Charge: Charging WS tests are at +30
(100)Weapon Training: Chain
(300)Hardy: Always count as lightly wounded
(400)True Grit: Toughness reduces critical damage, min 1
(200)Double Team: Gain an additional +10 if you outnumber your enemy
(150-award) Unnat tough to 3
(150-award) Furious Assault: Use reaction on an all out attack hit to attack again.
(250) Curate: I gain a Fate Point on a RF that I can give to any ally in communication's range.
(350) Fellowship +10

Comrade
Name: Notch Zel (deceased)
Height: 1.9m
Weight: 92kg
Advances:
Notch is a huge man who thinks he's a Ogryn. Though he's still half of Thud'dr's size, he carries the largest of weapons and wears thick armor. Thankfully, he is also a talented translator and regularly acts as Thud'er's access to his own orders.
He recently joined the Redeemer branch of the Imperial Cult and now wields a large heavy flamer.
Comrade Characteristic: Pious

Pete:

Pvt. Pete Gerring
Weapons Specialist
WS 25
BS 45 (30+5Spec+10xp)
S 40 (34+6Reg)
T 40 (37+3Reg)
Ag 37 (32+5xp)
Int 30 (33-3Int)
Per 34 (29+5)
WP 29
Fel 29

Wounds 9 (5+2+2Reg)
Fate 1
Skills
Athletics, Low Gothic, Operate (surface), Scholastic Lore (Beasts), Survival; Navigate (Surface); Common Lore (Imperial Guard, War); Awareness; Acrobatics
Talents
Rapid Reload (Reg); Lasgun Barrage(class); Weapon Training (Las, Solid Projectile, flame).
One with the land +1 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts to harvest, cultivate, identify crops
Naive -10 on opposed Scrutiny tests vs deceive, first time gain insanity, double the number
Weapon Training: (M36 Lasgun, Heavy Stubber, Grenade Launcher, Melta).
Gear
Specialist:
4 Krak grenades
Good Craftsmanship Grenade Launcher
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Willpower(reg)
xp spent (1,600)
(100) +5 BS
(250) +5 BS
(100) +5 Per
(100) +5 Ag
(100) Acrobatics known
(200) Awareness known
(200) Weapon Training (Melta)
(250) Comrade advance: Armsman - switching weapons is a free action
(300) Marksman(T2) - no penalty for range increments

Bio
Pete was an engineer in the capitol before getting conscripted. He displayed less than impressive skill with his las gun, so he was assigned to the back lines, given a grenade launcher, and told to deal with it. He did. Rather well, actually. He doesn't quite know how he became his Commisar's favorite swiss army knife, but here he is and he's not complaining.

Comrade
Mord Mae: Mord is Pete's mentor and friend. He has been through a campaign before, and lived to tell the tale. When Pete was drafted, Mord volunteered to go at his side. He never said why.
Demeanor: Old

psyker:

Spc. Gerald
Sanctioned Psyker
WS 28
BS 32
S 30 (24+6Reg)
T 41 (38+3Reg)
Ag 31
Int 30 (33-3Int)
Per 33
WP 44 (39+5class)
Fel 24

Wounds 13 (8+3+2Reg)
Fate 1

Skills
Common Lore (Adeptus Astra Telepathica,Imperial Guard), Forbidden Lore (Psykers), Psyniscience (+10), Low Gothic, Operate (surface), Scholastic Lore (Beasts, Cryptology), Survival; Navigate (Surface)

Talents
Rapid Reload (Reg); Heightened Senses (Hearing), Powers, Weapon Training (Las, Low tech)

Gear
Psyker:
Data-slate, Psy focus, Best Craft. Staff

Aptitudes
Intelligence, Knowledge, Perception, Psyker, Strength, Willpower (reg)

xp spent
Powers (400 total)
Assail (200)
Hallucination (200)

Psyniscience +10 (100)
Comrade: Overseer (300)
Resistance (psychic) (100)

Bio
His mind knows only the Warp, the nightmares. How to have them, how to cause them. How not to go mad. Or at least how to try to not go mad. The Warp calls. Gerald answers.

Comrade
Rook Rosa
Rook is the protector and monitor of the psyker known as Gerald. He has seen things. Terrible things. To cope, he talks. And keeps talking. Story after story after story after story pours forth. Noone knows which are true, which are nightmares, which are his, which are Geralds, and which ones he's making up just to not think about the ones he's not making up.
Demeanor: Bilious

weapon scatter rework:
..Scatter - Homebrew:
....@Point-Blank: +2 Pen, Proven(5), +2 damage
....@Short Range: Proven(3), +10 BS, +1 hit per 2 DoS, Blast(1)
....@Normal Range: +20 BS, +1 hit per 2 DoS, Blast(1)
....@>Normal Range: +10 BS, -2 damage, +1 hit per 2 DoS, Blast(2)
....@Long Range: Primitive(6) Trait, -2 damage, Blast(2)
....@Extreme Range: -10 BS, Primitive(4) Trait, -4 damage, double enemy armor

Ogryn Rework:

Bone'ead advance becomes a Ogryn only cybernetic implant offered to Ogryns showing major survivability and battlefield potential to a CO. The CO must make a -10 requisition test to get the very rare cybernetic and someone capable to implant them
Unaugmented Ogryn receive a -20 on all lore tests, cannot read (thus fail any test relying on reading automatically) and decide their starting Int score by a d10+10 roll.
Ogryns receive a +10 to WP tests made to resist pinning
Ogryns start with the special Ogryn-Ferocity talent.
Ogryn-Ferocity: This works like the frenzy talent (and the Ogryn counts as having the frenzy talent for the sake of fulfilling talent requirements) but with the following changes: An Ogryn will NOT attack any obvious ally (must be easily identifiable) until commanded by his commander. In case of doubt the Ogryn must test an Intelligence (+0) test to figure out the alliance of the respective target. While frenzy the Ogryns commander can direct the Ogryn via a hard (-10) command test (this can be: Stop attacking, move away/to, change target, etc.). With a very hard (-20) command test the Commander can end the Ogryn ferocity at any time. The commander can make an easy (+10) command test to start Ogryn-ferocity. This test receives a +30 modifier if any ally is in melee within the charge range of the Ogryn.
Ogryns do not start with any standard regimental items. Instead they start with the following (ripper gun + 4 clips, Ogryn-shield OR chain-ripper gun modification , Ogryn-sized armor according to regimental armor (primitive/flak west/complete flak armor), 1d5 Ogryn proof fragmentation grenades, ogryn-sized entrenchment tool, 4 sets of basic ogryn uniforms, religious symbol, waterproof heavy-duty plane [can be used as sheat, tent, rain over, ...], Ogryn proof mess kit)
Ogryn shield: Really just a huge slap of reinforced metal, carried into battle by Ogryns as mobile cover for himself and his allies. Provide cover (AP 20) against attacks coming from the front for the Ogryn and up to four normal-sized creatures standing behind the Ogryn. Too unwieldy to be used for actual defense, it may still be used as a crude yet effective weapon by the Ogryn (melee, 2d10+4 I, Pen:0, Primitive (6), Unwieldy, Concussive (0) plenty availability). An Ogryn shield can be easily constructed from basically any reasonably large metal frame given time and some heavy duty tools with a Trade (Armourer)+30 test.
Ripper chain modification: This dangerous modification substitutes the basic ripper gun blade with a chain blade. Ogryns equipped with this modifications have received very basic training with their new dangerous weapon but can still damage themselves in the heat of battle. If an attack with the chain modification fails by 4 DoF+ the Ogryn rolls damage against himself (leg or arm location) instead - this is removed if the Ogryn ever receives actual weapon training: Chain. The chain modification substitutes the melee profile of the ripper gun with the following profile (melee, 1d10+5, R, unbalanced, tearing)
Ogryn-sized Frag-Grenade: 2d10+8X, Pen:2, Blast[2], Shrapnel [10], Proven[3], Delayed, ogryn-proof (for a normal human such a heavy grenades only have 1*St-Mod base-range!)
Ogryns do not gain comrades. Instead they are assigned a commander. Usually a NCO of sergeant rank, but in special situation any non-Ogryn, non-psyker could be assigned. The commander of the Ogryn receives a +10 on all command tests made to guide the Ogryn. For this modifier to take effect, the Ogryn and the commander have to be trained together for some time, so a newly elected commander does not gain this bonus for some time until he and the Ogryn have accustomed to each other. Commanders are considered familiar with the Ogryn.
Ogryns can increase their unnatural toughness and strength values the same way as Psykers can buy psy rating. This depicts the Ogryn physiology rapidly adopting to the needs on the battlefield. Cost: Next modifier value * 300 XP. (e.g. un. Toughness (2) -> (3) costs 600xp) Until a maximum value of unnatural (6) -> total cost:600+800+1000+1200=3600 for one
Ogryns have the following special advances (instead comrade advance):
Attached: Ogryns easily becomes attached to their allies and defend them with all their might. If any 'familiar' character (this typically includes the commander and any character from the Big Heart advance) is attacked in melee, the Ogryn immediately enters Ogryn-ferocity (if he not already had) and may immediately move up to its an full move distance towards the attacked character. This immediate action can only occur once per round. The Ogryn also receives an additional +10 Toughness and +10 Strength while defending allies in such a way (essentially as long as a 'familiar' character is engaged in melee in the vicinity of the Ogryn). Cost: 500xp
Big Heart: This Ogryn becomes 'familiar' with his comrades as well. The Ogryn chooses one character (NPC or PC) he knows for at least one month or has fought two (non trivial) fights with. This character gets 'familiar' to the Ogryn. He must never make tests to identify 'familiar' characters as allies (unless they ate disguised). Those characters may only try to command the Ogryn as if they were his commander without the bonus a commander would receive and trigger the 'Attached' advance if the Ogryn has it. Can be purchased multiple times. If a 'familiar' character dies the Ogryn becomes enraged and all tests to control him suffer a -20 penalty. After the battle, the Ogryn becomes sad and brooding, causing all non-combat tests to suffer a -10 penalty. After a week, the Ogryn may reelect another character that fulfills the requirements and gets 'familiar' with that character instead. Cost: 100xp per Character.