Switch Theme:

Codex: OGRYNS!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Longtime Dakkanaut





Scotland

I hadn't seen this done and am toying with a couple Ogryn scratchbuilds.
Naturally like any 40K fanatic i have written a fandex for a barely started single scracthbuild!

Spoilerised to avoid Wall of text:
NOTE INDUCTED IMP. GUARD STUFF IS STILL VERY MUCH WIP...
Armoury, Intro and special rules:

Spoiler:
The origins of the Abhuman variety commonly Known as Ogryn are a myriad; Unusual gravitic conditions, selective breeding or just an evolutionary imperative. One thing is certain and common to all genus': they are strong and they are dumb.

It is incredibly rare to see a whole army composed of the brutish Ogryn but they do exist. A pure Ogryn force would never fight an entire campaign without Imperial guard support (and artillery!) but in trench warfare the brute force of these doughty Ab-humans is always welcome.

Army wide Special rules:
Ogryn, Any model with the Ogryn special rule has the Stubborn and furious charge USR.

ARMOURY


Junker 50pts

AV: f11 s10 r10 Bs3

Type, Open topped, fast
Crew: 1 Ogryn

Capacity: 8 ogryns + 2 Humans

Wargear: Smoke launchers, Assault ramp, Heavy stubber.

Wargear
Big close combat weapon: Grants an additonal attack.
Big power weapon: Power weapon, grants an additional attack.
Improved brain implant: May re-roll the test for orders.
Ogryn Heavy Bolter: r24 s5 ap4 assault 3
Ogryn Autocannon: r36 s7 ap4 assault 2
Ogryn missile toob: r24 s8 ap3 assault1,1 use
Ogryn Hand cannon: r12 s5 ap- pistol

HQ still unfinished

Spoiler:
HQ
Commissar lord : See codex imperial guard, Replace the Summary execution with the following special rule:
OW! THAT HURT!: If the normal prerequisites for a summary execution are met in an ogryn unit, an Ogryn immediately loses a wound, the commissar however..... Is removed from play. You may then re roll the test on the second highest leadership after this.

Commissar: See codex imperial guard, 1-3 may be selected for each HQ choice, they follow the same exception as the Lord however.

Unfortunately no Ogryn is truly fit for command
[WIP WIP WIP]
Human commander 100pts

composition: 1 Human commander and 2 Ogryn bodyguards.
[Needs work.... Orders will be involved]


ELITE Probably could do with one more here... Ideas?

Spoiler:
ELITE
The cream of the abhuman crop, these guys are just as smart as any 8 year old!
Ogryn Bone'eads 140pts

Sarge ws4 bs3 s5 t5 w3 I 3 a3 ld 8 sv 5+
Bone'ead ws4 bs3 s5 t5 w3 I 3 a2 ld7 sv 5+

Wargear: Ripper gun, Close combat weapon, Flak armour, Frag grenades, Krak grenades.

Composition: 1 Sarge and 2 Bone'eads

Options

May take a further 3 Bone'eads at 42pts a model
The Sarge may take
May exhange his ripper gun/close combat weapon with a powerfist at 25pts
Improved brain implant at 10pts
May exchange his ripper gun/close combat weapon with a power weapon at 15pts.

One Bone'ead may be upgraded to a Medik at 25pts, Medik carries a Med-pack in addition to his normal wargear.
Up to three Bone'eads may exchange his ripper gun for an Ogryn Heavy Bolter at 10pts per model.
Any model may take melta bombs at 5pts per model
Any model may exchange his Ripper gun for a hand cannon for free
Any model may exchange his ripper gun for an Ogryn Heavy stubber at 5pts a model.
If the squad numbers 3 models one Bone'ead may take a demolition charge at 10pts, if it numbers a full six a further Demolition charge may be taken.
One model may exchange his ripper gun/close combat weapon for a power weapon at 15pts

Special rules
Ogryn

Ogryn Bulkheads 130pts

Big guys with big guns!

Bulkhead ws4 bs3 s4 t5 w3 i2 a2 ld8 sv 4+
Wargear: Ogryn Autocannon, Close combat weapon, Carapace armour

Composition: 3 bulkheads

Options
May take a further 3 Bulkheads at 45pts a model
Any model May exchange their Ogryn Autocannon for a Heavy flamer for free, if taken they lose the whoopsie special rule.

Special Rules:
Ogryn, Whoopsie!, Slow and purposeful.

Whoopsie!: An autocannon is a fragile piece of kit and it is too tempting for an ogryn to grasp that long barrel and use the thing as a hammer. If a unit of Ogryn Bulkheads assaults or is assaulted their Ogryn Autocannons are destroyed and may not be used for the rest of the game.


TROOPS, Fairly happy with this section

Spoiler:
TROOPS

Trained Ogryns
See codex imperial guard. They may not utilise the dedicated transport option. They also benefit from the Ogryn special rule.

Usually drafted from mining populations they are still Ogryns so still have amazing strength and endurance.
Ogryn Digger Mob 75pts

Digger ws4 bs2 s4 t5 w2 i2 a2 ld7 sv 6+

Composition: 1 Bone'ead and 2 Diggers
Wargear: (Digger) Big close combat weapon, Flak vest

Options:
May take a further 7 Diggers at 25points a model
For every 3 models in the squad one model may take a ripper gun for 5pts
The whole squad may take frag grenades for 10pts
The whole squad may take Krak grenades for 15pts

Special rules:
Ogryn

Penal Legion Squad (One penal legion squad per One ogryn troop choice)
See codex imperial guard, With the following exception:
At the start of the game, before deployment you may select from the following traits for your Penal legion squad:
Gunslingers: See codex imperial guard
Psycopaths: See codex imperial guard
Knife fighters: See codex imperial guard


Fast Attack. Wanted to do something silly like Ogryn Bikers but resisted the temptation, should i go for it?

Spoiler:
Chimera Car Pool
Composition: 1-5 chimeras (not subject to squadron restrictions) You may NOT take more chimeras/junkers than yo have infantry units. After all, this is not codex chimeras.

See codex imperial guard

Imperial guard sentinel squadron

See codex imperial guard.

The Road warriors! Some ogryns are simply not fit to serve with the imperial guard.
Ogryn Terrorizers 95pts + Transport

Composition: 3 terrorizers.
Terrorizer: Ws4 Bs0 s5 t5 w2 i3 a3 ld7 sv6+

Wargear: Big close combat weapon, Flak vest, Frag grenades, 'Slaught

Options:

May take a further 5 terrorizers for 35 points a model.

One model per 3 may exchange their Big close combat weapon for a power Big Power Weapon at 20pts.

Must take either a chimera or a Junker for the associated cost. The chimera may instead come from the car pool if you wish.

Special rules:
'Slaught combat stimms, Ogryn


'Slaught combat stimms: at any point in the game you may activate 'slaught. The Terrorizers gain the fleet special rule. In addition they gain +d6 attacks on the charge instead of the normal +1. However if a 6 is rolled a Terrorizer is removed, Naturally after you resolve the attacks!


Heavy support Need something else ogre-ey here any ideas?

Spoiler:
HEAVY SUPPORT

Ogryn Demo-men 130pts

Demo-man: ws4 bs3 s4 t5 w3 i3 a2 ld8 sv 5+

Compositon: 3 Demo-men
Wargear: Grenade launcher, Demolition charge, frag and krak grenades, flak armour.

Options:
May take up to a further 5 demo men at 40pts a model.
Any model may take melta bombs at 5pts a model

Any model may take an Ogryn missile toob for 10 points.

Special rules:
Ogryn


Imperial guard Veteran squad
See codex imperial guard, may not utilise the dedicated transport option.

Imperial guard artillery contingent:
Composition: 1 tank from the following list:
Leman Russ variants: See codex imperial guard
Chimera chassis variants: Basilisk, Griffon, Manticore, Medusa, Hydra; see codex imperial guard.





This message was edited 9 times. Last update was at 2011/06/23 00:40:43


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in ca
Hellacious Havoc





Canada

Looks funny to play against. I take it this is meant more as a comedy codex?

Kinda skimmed though it and didn't see one but maybe add an Ogryn Psycher? I think that'd be very unique. Give him some zaney powers and maybe give him a special rule re-roll on the Psychic Test since his Ld will be pretty terrible.

Also I love that the Ogryns kill the attached commissar....


DC:80S+G+MB+IPw40k99#+D+A++/cWDR++T(M)DM+ 
   
Made in gb
Longtime Dakkanaut





Scotland

Yeah it's far from competitive but one has to be careful going too zaney as the orks have it covered. Saying that making an army fun to play against is my aim.

Cheers for reading though!

This message was edited 1 time. Last update was at 2011/06/21 23:58:54


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in gb
Longtime Dakkanaut





Scotland

New Units: !Warning! may include an ogryn on a quad bike! and a Giant.....

HEAVY SUPPORT
Spoiler:

It is not known if these humungous creatures are even of human ancestry. Regardless, Ogryns seem to share a certain affinity with these giants.

Hurrr 165pts

Hurrr: ws4 bs2 s8 t6 w5 i1 a5 ld4 sv5+

Type: Monstrous creature, unique
Composition: 1 Hurr
Wargear: Big hands, Big feet.

Options:
May take an extra barrel of rations for free.... Or else......

May take a Valkyrie Sky talon for the associated cost (see imperial armour volume 8)

Special rules:
Fearless, Throw, Feel no pain, Air freight

Throw: As long as Hurr is in base contact with terrain/combat and kills at least one enemy model (or destroys a tank!) he may throw the model in question. He immediately makes a shooting attack with the following profile:
r20 sX ApX Ordnance small blast.

The strength is the toughness of the model (or majority toughness of squad) killed, the Ap is the armour save of the enemy model. Tanks always have a strength of 7 and an Ap of 3, they also scatter even if a 'hit' is rolled. Terrain has a strength of 5 and an Ap of 5

Air freight: If a valkyrie sky talon is taken Hurr and the sky talon may deploy via deep strike. Hurr is deployed first then the sky talon must be deployed within 12" of Hurr.


FAST ATTACK

Spoiler:
An ogryn is to a human what a Mutt is to a commissar's genofixed Dobermann purebreed.

(Do not count towards your maximum Fast Attack slots)

Mutts 8pts

Mutt ws4 bs0 s4 t4 w1 i4 a2 ld6 sv6+
Kennel master: Ws4 bs3 s4 t5 w2 i3 a2 ld7 sv4+
Composition: 5-15 Mutts
Type: Beasts

Wargear: (Mutt) Claws and teeth [ccw], (Kennel master) Ogryn ATV, ripper gun, flak armour, Close combat weapon.

Options: The unit may take a Kennel master for 40pts.
The kennel master may swap his ripper gun for a hand cannon for free.

Special rules: (Mutt) Furious charge, (Kennel master) Ogryn.

Ogryn ATV: The ATV allows the kennel master to move in the same manner as his beasts, it also improves his save (included in profile)

This message was edited 6 times. Last update was at 2011/06/22 18:15:20


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Liche Priest Hierophant






I have another idea for a Heavy Support Ogryn. No idea on the name, but maybe an Ogryn that decided to grab 2 Autocannons, or Heavy Bolters, or whatever. Removes the Relentless USR, but lets him fire a lot more shots.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Lord of the Fleet






London

How about some sort of Berzeker type unit, has a Power Fist and another CC-based rule? Bionics giving a 5++ would also be cool. Or alternatively, you could try a "Cybogryn", a huge suit of armour giving a 3+ or 2+ save, SnP and a Guard heavy weapon such as an Autocannon or Multilaser. Sounds like a good Codex, looking forward to the final product!

This message was edited 1 time. Last update was at 2011/06/22 22:55:09


 
   
Made in gb
Longtime Dakkanaut





Scotland

A cyber-ogryn heavy weapon specialist (combining both of aboves ideas) could be very cool. Will put some thought into it. Perhaps base it on the Praetorian battle servitor?

Thanks for the input!

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Grey Knight Psionic Stormraven Pilot







For the digger you should have a special rule called dig. It acts like a jump pack but tthey arent counted as jump infantry

 
   
Made in gb
Longtime Dakkanaut





Scotland

Yeah i was eyeing that DKOK drill thing and thinking it looked very ogryn-ey... I'll see what i can do. Thanks for the ideas! Keep 'em coming.

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in gb
Longtime Dakkanaut





Scotland

Hey was thinking of a couple special characters, bear with me..
How about Nork Deddogs brother 'Ernesto' Deddog.

He went through a radical brain transplant from a mystery donor now he is like a revolutionary (hence 'Ernesto' ). He would not allow humans to be in the force but allow elites to be taken as troops or something similar.

Too tacky having him as Deddogs brother? I think i could live with it...

Rules to follow for: Praetorian Battle servitors and 2 special characters/a unique unit

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
 
Forum Index » 40K Proposed Rules
Go to: