TEXT: Brute Violence and Childlike Faith
  Rules for using Ogryns in games of Inquisitor
  By Dave Knowles
  The first time I came across an Inquisitor in the Warhammer 40,000 universe was when I read Ian Watson's excellent 
  short story 'Warped Stars' in the 'Deathwing' anthology.  In the story, the Inquisitor is accompanied by a mismatched band  
  including a Squat Engineer and an Ogryn bodyguard, and it is likely that this early encounter is why I felt compelled to  
  add an Ogryn to my collection when I started playing Inquisitor.  I soon discovered that although there had been previous  
  attempts to create rules for these large abhumans, most notably in the Australian edition of White Dwarf, they were all 
  either unavailable or unsatisfactory.  For this reason I created the rules below; they are partly based on those earlier 
  versions, but with a few new twist which I feel better represent these huge abhumans.
  Ogryns (Homo Sapiens Gigantus)
  Ogryns are probably the largest and most powerful type of 
  abhuman yet discovered.  They evolved on harsh, high-
  gravity,  low-temperature  prison  planets  where  food was 
  scarce and they had to fight terrifying natural predators just 
  to survive.  They are immensely strong and powerful, and 
  have thick skin and heavy bones that allow them to shrug 
  off  horrendous  injuries  without  appearing  even  to  feel 
  them.  They are often thought of as stupid, but really they 
  just have simpler, more direct thought processes and rely 
  more on brute force than logical reasoning.
  Ogryns are extremely loyal, and once inducted into the 
  Imperial Cult they tend to be extremely devoted to the 
  Emperor whom they see as an omnipresent force watching 
  over  them.   Within  the  Imperium,  the  Imperial  Guard 
  frequently  use  them  as  bodyguards  for  Imperial 
  Commanders, or more commonly, as shock troops armed 
  with heavy automatic shotguns called Ripper Guns.  
  Ogryn squads are often led by 'BONEheads' - Ogryns who 
  have undergone Biochemical Ogryn Neural Enhancement, 
  a procedure that improves their intellect to near-human 
  standards.  BONEheads who show particular initiative and 
  imagination (for an Ogryn) are sometimes employed by 
  agents of the Inquisition who value them as much for their 
  unquestioning loyalty as for their strength.  
  Mercenary Ogryns can also find their services in demand 
  from non-Imperial organisations.  For example, Ogryns are 
  employed  on  some  worlds  as  Enforcers  by  planetary 
  authorities with more concern for shock effect than due 
  process. In other cases they may find themselves working 
  as hired thugs for a crime syndicate, or generally in any 
  role where muscle is prized above intelligence.
  Ogryns in the Game
  The following special rules apply to Ogryn characters:
  Big and Brutish
  Due to their bulk, Ogryns count as large targets with a 
  +20% to hit modifier, but they are far from stealthy so 
  characters gain +20% on attempts to detect one.  Due to 
  their long legs Ogryns get +1 to all movement rates.
  Claustrophobia
  Ogryns tend to suffer from claustrophobia; they will only 
  enter an enclosed space if a persuading character can 
  pass a Leadership test.
  Hard to Kill
  Due to their immense size, thick skin and dense bone 
  structure Ogryns have 2 points of natural armour on the 
  head, and 1 point of armour on all other locations. They 
  also have two extra light injury levels for all locations. In 
  addition they are only stunned due to suffering a light injury 
  to the head if they fail a toughness test, and they count 
  their Toughness as doubled for the purposes of System 
  Shock, Consciousness and Instant Death!.
  Ogryns cannot recover location injuries without aid from 
  another character.  They may test as normal at the end of 
  each turn to recover injury total.
  Dark Magenta is an unofficial fanzine and is not endorsed by Games Workshop Group Plc in anyway. Text and layouts are © Dark Magenta and its proprietor. Artwork and characters are the property of 
  their respective owners. No part of this magazine should be reproduced in any form without the express permission of the Editor-in-Chief. Dark Magenta is a non-profit-making organization and with the 
  aim of promoting the Inquisitor game, products and hobby.
  
  Page 2 of 3
  An Unsubtle Mind
  Imperial scholars have long debated whether the psyker-
  gene is less likely to occur in Ogryns, or if their minds are 
  simply too dense to make use of it - either way, Ogryns do 
  not generally develop psychic powers.
  Who're you callin' stupid?
  Many Ogryns find the modern battlefield a confusing place, 
  and as such it is appropriate that the GM (or player) 
  impose Sagacity tests on Ogryns who attempt actions that 
  could be considered 'tricky', such as using grenades or 
  reloading guns (most Ogryns prefer to just use their guns 
  as improvised clubs rather than bothering to reload them). 
  On the other hand there are many things on the battlefield 
  that Ogryns really enjoy, such as firing their guns - in this 
  case the GM might rule that a trigger-happy Ogryn has to 
  pass a Willpower test before he can stop firing as he gets 
  carried away blasting his enemies not even noticing when 
  he is out of ammo.  Equally, an Ogryn who particularly 
  loves fighting up-close and personal (and what Ogryn in 
  his right mind doesn't!) might be forced to pass a Willpower 
  test or immediately charge the nearest enemy rather than 
  doing something more sensible.
  In  cases  where  an  Ogryn  has  been  given  orders  by 
  someone  they  particularly  admire  or  are  loyal  to  (for 
  example an Inquisitor or Commissar), then the test should 
  be  modified  appropriately  or  taken  against  the 
  commanding character's Leadership.  For example, due to 
  their immense loyalty an Ogryn employed as a bodyguard 
  isn't likely to go chasing off after the nearest enemy when 
  to do so would leave their master unprotected.
  BONEheads
  Ogryns who have undergone BONEhead treatment have 
  had more training and find it easier to remember what 
  they're supposed to be doing, so do not usually have to 
  make Sagacity and Willpower tests as described above.  In 
  addition BONEheads can also control their claustrophobia 
  to a certain degree - if no friendly character is present to 
  persuade them to enter they can test against their own 
  leadership.
  Stronger than an Astartes?
  I realise that some of you may have just looked at the stat 
  line I've given for Ogryns and decided that the toughness 
  I've given is far too low; after all in 40K they are tougher 
  than a marine and have more wounds too!  The rationale 
  behind it was that if we gave an Ogryn a toughness of 200 
  (to make him tougher than a marine) you'd have to do 
  more than 40 points of damage to cause more than two 
  levels of damage to a location, but shoot him just four or 
  five times in a single location with a laspistol and he'd be 
  dead.
  Ogryn and BONEhead Profiles
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Ogryn
  55
  30
  190
  85
  40
  40
  25
  80
  20
     Random
  45+2D10
  20+2D10
  180+2D10
  80+2D6
  30+2D10
  25+3D10
  10+3D10
  75+2D6
  15+2D6
  BONEhead
  55
  45
  190
  85
  50
  50
  40
  90
  40
     Random
  45+2D10
  35+2D10
  180+2D10
  80+2D6
  40+2D10
  35+3D10
  25+3D10
  85+2D6
  35+2D6
  Common abilities for Ogryns include:
  Bodyguard*, Fearsome, Hurl Opponent**, Shield**, Shoulder Charge**, Terrifying Charge**, True Grit.
  * Bodyguard is described in the article 'Seeing the Warp'.
  ** Hurl Opponent, Shield, Shoulder Charge and Terrifying Charge are described in the article 'Using Space Marines'.
  Ogryn Weapons
  Ogryns serving in the Imperial Guard are often armed with a Fragmentation Autogun (Ogryn), commonly known as a 
  'Ripper Gun'.  The Ripper Gun is a drum-fed, large-bore automatic shotgun capable of laying down a terrifying hail of 
  fire at short range.  Ripper Guns are built to be extremely study due to the fact that Ogryns tend to use them as clubs in 
  hand-to-hand fighting.  The Ripper Gun therefore has the following two profiles:
  Type
  Range
  Mode
  Acc
  Dam
  Shots
  Rld
  Wt
  Ripper Gun
  Basic
  E
  Full (10)
  -
  2D6+4
  30
  3
  95
  Reach
  Damage
  Parry Penalty
  Ripper Gun
  2
  As unarmed+4
  -20%
  Some Ogryns are trained in the use of grenades, but most find them too confusing to use effectively – instead preferring 
  to just charge at their enemies and club them to death.  The standard Ogryn-issue grenade takes the form of a large 
  metal cylinder with a simple ring-pull arming mechanism at one end.
  Type
  Range
  Area
  Blast
  Dam
  Wt
  Big Frag Grenade
  Grenade
  E
  4yds
  5
  2D6
  12
  Many Ogryns prefer a simple weapon like a big sword, club or hammer to something tricky like a Ripper Gun.  In game 
  these would count as a Falchion, or Great Axe or Hammer.  Knuckle Dusters and Armoured Gauntlets are also quite 
  common.  Ogryns almost always carry a large heavy knife, and although this is more often used when eating, it can 
  also be used in close-combat.
  
  Page 3 of 3
  By giving Ogryns two extra levels of Light injury on every 
  location but a relatively low toughness, they can shrug off 
  the first few hits from small arms without really feeling 
  them, but can  soon  be brought  down  if  enough  fire  is 
  directed at him.  On the other hand if you do hit one with a 
  heavy weapon like a multi-melta they might survive, but will 
  certainly feel it!
  Building An Ogryn Model
  The old Warhammer Giant is a perfect starting point for 
  building an Ogryn.  In fact he could almost be used without 
  any work as a feral Ogryn.  But I wanted my Ogryn model 
  to have a very military look about him, so I filed off all the 
  detail that wasn't appropriate and used greenstuff to sculpt 
  him some big combat boots, trousers to match the other 
  Imperial Guard models and a slightly tattered vest.  To 
  show he's a BONEhead I gave him a metal plate riveted to 
  his skull and a pair of snazzy shades.  His Ripper Gun is 
  based on the ones carried by the old Rogue Trader-era 
  Ogryn models and is made from a bit from an old tank kit, a 
  gun from an EPIC Mega-Gargant and a drum-mag made 
  using a turret from the same Gargant.
  About the Author
  Dave has been playing GW games for far more years than 
  he'd care to reveal, and moved onto Inquisitor about five 
  years  ago.  Since  then  he's  built  up  an  impressive 
  collection of 54mm models (some of which featured in the 
  very first issue of Dark Magenta), and always has more in 
  the pipeline. When not battling for the Emperor's soul, he 
  works as a software engineer in sunny Preston where he 
  lives with his girlfriend and a tank full of tropical fishes.
  Krugg 'Thunderjug' Graxlagg
  Krugg Graxlagg was born on the harsh death-world of Gragush Prime.  Even as a child, Krugg was bigger and stronger 
  than his peers, and so it was always felt that he'd go far.  The Imperial Cult has been strong on Gragush Prime ever 
  since it was rediscovered and brought into the Imperium eight millennia ago, and so when the Imperial Guard came 
  recruiting, Krugg was particularly keen to serve the Emperor and enlisted immediately.  During early training Krugg’s 
  size and strength meant he quickly gained the respect of the other recruits and was designated squad leader.  His skill 
  at arms and devotion to the Emperor so impressed the Regimental Commissar that Krugg was earmarked to undergo 
  BONEhead treatment.
  Although still respected for his size and strength, Krugg's new found 'smarts' made him increasingly estranged from the 
  rest of his squad who saw him as “too clever fer 'is own gud”.  This changed when his squad was seconded to the 
  retinue of Inquisitor Kaled during the 'Scouring of Bakkar'.  Kaled was impressed by Krugg's loyalty and prowess in 
  battle so offered him a permanent place on his team.  Krugg was more than happy to accept once he learned that as an 
  Inquisitor, Kaled's authority came direct from the Emperor himself.
  Thunderjug is right-handed.
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Thunderjug
  58
  46
  192
  84
  51
  53
  32
  90
  43
  Special Abilities: BONEhead, Fearsome, Hurl Opponent, Shield, Shoulder Charge.
  Equipment: Ripper Gun + reload, Ogryn Knife, Big Frag Grenade, Flak Armour on legs and groin, Anti-Flash visor 
  (+15% to his chances of avoiding being blinded by photon flash flares and similar attacks).
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/Articles/Brute Violence and Childlike Faith.pdf