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vogue69

what about ogryns?

5 posts in this topic

Any changes since BETA? still useless comrade talents and wimpy Unnatural Strengh and Toughness? Still single digit INT scores?

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From what I've heard, they stuck to how he appeared once the Beta Updates tweaked him.

I'm displeased with the lack of Unnatural ability advances. My personal take on the poor lug;

 

Ogryn
Characteristic Modifiers: +10 Strength, +10 Toughness, -15 Intelligence, -5 Fellowship
Aptitudes: Toughness, Strength, Weapon Skill, Willpower, Offense, Defence
Starting Skills: Athletics (S), Intimidate (S), Survival (Per)
Starting Talents: Bulging Biceps, Die Hard or Iron Jaw, Weapon Training (Solid Projectile, Low-tech)
Starting Traits: Size (Hulking), Unnatural Strength (+2), Unnatural Toughness (+2), But It Dark In Dere!, Illiterate
Starting Gear: Ripper Gun, 1d5 Frag Grenades, Flak Armour (3 AP all)
Wounds: 18+1d5

Special Advances: True Ogryn
Raise Unnatural Strength from (+2) to (+3) 600xp
Raise Unnatural Strength from (+3) to (+4) 1,200xp
Raise Unnatural Toughness from (+2) to (+3) 600xp
Raise Unnatural Toughness from (+3) to (+4) 1,200xp

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vogue69 said:

so the ripper saw isn't in it as well? ogryn-proof upgrade for weapons? nada?

I haven't heard anything about armoury additions. I doubt they changed much beyond what we saw in the Week X updates.

Believe me, I'd love to be proven wrong.

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Over here, we have an Ogryn character who maxed out his Ballistic Skill, took the Marksman Talent and simply quick-scoped every f* opponent he encountered (including an Ork Nob, a Daemonette Herald and a heretic general who put too much faith in stereotypes). With Auto-Stabilized, the Ogryn is essentially a small Sentinel. With Stealth. Nuff' said.

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