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 +15(ep) = 50
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: Athletics, Intimidate, 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.
Crushing blow: add half WS to damage
Vengeful Protector: if ally takes crit damage, gain 6 damage vs foe who hit them
Abiding Resilience: Spend fate point to recover 1d5+TB and remove 1 fatigue
Wild Charge: On charge, opposed Str test, if success, foe get -30 to dodge or parry
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 6) - 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.
[spoiler=Original Frenzy reference]
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
- Common Mauler Cannon
- Carapace Chestplate (chest 8 resist(reduce damage by 1) Emergy, Impact - Flack arms/legs/head (4 arms legs, ?head)
- Ogryn Sized Frag Grenades: 1d5 ⇒ 4
- Ogryn shield (AP 20 in one direction, can shield 4 creatures behind it
- Broken Evicerator
- Ogryn-sized entrenchment tool
- 4 sets of basic ogryn uniforms
- Religious Picture book
- 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.
Mauler Cannon (very rare)
heavy | 60m | s/2/- | 3d10+8 I | Pen6 | Clip 40 | 2 full | Ogryn Proof, Twin Linked 50kg
Twin linked: +20 to hit, fires twice the ammo, additional hit if 2+ DoS
Heavy Stubber (scarce)
Heavy | 100m | -/-/8 | 1d10+4 I | Pen3 | Clip 75 | 2 full | Ogryn Proof 30kg
Ripper gun
Heavy | 30m | S/-/6 | 1d10+8 I | Pen0 | Clip 48 | 2 full | Ogryn Proof, Scatter 35kg
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 (when live):
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: 4750/4750
(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
(300) Wild Charge: opposed Str test to impose -30 dodge/parry on target
(400) Abiding Resilience (t3): spend FP to gain 1d5+TB and remove 1 fatigue
(750) Up WS +10
(300) Vengeful Protector (t2): When a foe does critical damage to an ally, Gain 6 damage against that foe.
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