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Warhammer Quest: The Ogre Mercenary
by T. Jordan "Greywolf" Peacock
The following is a home-made profession for Warhammer Quest created by
myself, to provide a Warrior perfect for those who want to play the "strong
and stupid" type. This profession/race has been based off of the
Role-play Book Bestiary, and has seen enough use in play to convince me
that it is indeed playable, though a few changes had to be made in some of
the special rules and Advanced Profiles (though not in the basic card
statistics) to give the Ogre a decent chance of surviving. (My previous
version had the Ogre occupying four spaces, which made positioning rather
clumsy at best, and suicidal at worst -- what with so many Monsters able
to crowd around him at once!)
To summarise the Ogre Mercenary, he's big, he's strong, he can cover
ground more quickly than the average Warrior, but he gets no special
skills at higher levels, and is somewhat more difficult to equip than the
standard human-sized Warrior.
Ogres are huge, brutish creatures, standing twice as tall as a man, with
features that exaggerate and expound upon the most grotesque that any of
mankind's number might have. In the wars between the civilisations of the
Old World and the forces of Chaos, most Ogres act as mercenaries,
following gold and ale rather than principle. Those that happen to side
with the Empire may be able to deal with human Settlements, but they are
still always regarded with some degree of suspicion and even contempt, for
even while their loyalties may be strong for their current employer, might
they become foes some time in the future if the enemy offers better pay?
The Ogre Mercenary has taken leave of the battlefields to explore the
depths of the dungeons in search of gold and glory. He provides sheer
brute strength, always a useful commodity in any party of adventurers.
| Name |
M |
WS |
BS |
S |
T |
I |
A |
Damage Dice |
Wounds |
| Ogre Mercenary |
6 |
3 |
5+ |
4 |
5 |
3 |
2 |
1/2 (5+) |
1D6+9 |
Equipment: None.
Weapon: Club, causing 1D6+4 Wounds. On a to hit roll of 5 or 6, the Ogre
inflicts an extra 1D6 of damage.
Armour: None.
Pinning: Breaks from pinning on a roll of 6+.
Special Rules The Ogre has a Fear rating of 4 + his Battle-Level. He
need not take Fear tests for creatures with Fear ratings lower than or
equal to his, though he is still subject to Terror. Any Monster groups
encountered must make Fear tests or be at -1 to hit the Ogre for the
battle. When he must make a Fear or Terror test, he may add +4 to his
roll.
| Enemies WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Advanced Rules
Note: At each level, the Ogre Mercenary gets an extra damage dice if he
rolls a 5+ to hit.
| Battle-Level |
Willpower |
WS |
BS |
S |
T |
I |
A |
Pinning |
Damage Dice |
Wounds |
| 1 |
1 |
3 |
5+ |
4 |
5 |
3 |
2 |
6+ |
1/2 (5+) |
1D6+9 |
| 2 |
1 |
3 |
5+ |
4 |
5 |
3 |
2 |
6+ |
1/2 (5+) |
2D6+9 |
| 3 |
2 |
4 |
4+ |
4 |
5 |
3 |
2 |
6+ |
1/2 (5+) |
3D6+9 |
| 4 |
2 |
4 |
4+ |
5 |
6 |
4 |
2 |
6+ |
1/2 (5+) |
4D6+9 |
| 5 |
3 |
5 |
4+ |
5 |
6 |
4 |
3 |
6+ |
2/3 (5+) |
5D6+9 |
| 6 |
3 |
5 |
3+ |
5 |
6 |
5 |
3 |
5+ |
2/3 (5+) |
6D6+9 |
| 7 |
3 |
5 |
3+ |
5 |
6 |
5 |
4 |
5+ |
2/3 (5+) |
7D6+9 |
| 8 |
3 |
6 |
3+ |
5 |
6 |
5 |
4 |
5+ |
2/3 (5+) |
8D6+9 |
| 9 |
3 |
6 |
2+ |
5 |
6 |
6 |
5 |
5+ |
3/4 (5+) |
9D6+9 |
| 10 |
3 |
6 |
2+ |
5 |
6 |
6 |
5 |
5+ |
3/4 (5+) |
10D6+9 |
| Enemies WS |
Battle-Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
1 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
2 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
3 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
4 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
5 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
6 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
7 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
8 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
9 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
10 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
The Ogre Mercenary gains no special skills with subsequent
Battle-Levels, though he may still obtain Specialist Actions just like any
other Warrior.
When or if your Warrior should visit the Alehouse, roll 2D6 to determine
the results of that visit
Ogres are significantly larger then men, let alone Dwarves, and
therefore can't wear the same articles of clothing or armour. If any
armour or clothing items (such as Boots of Swiftness) are encountered as
treasure, it is a given that the Ogre cannot use them. (Of course, the GM
is able to make exceptions in a moderated game.) If he buys armour or
clothing, it costs twice the normal sale value, and he must add +2 to the
"Stock" value to determine the chance of finding such an item.
If Ogre armour is sold, it still only gets the normal resale value (as,
while it's bigger with more material, there are very few Ogre customers).
An Ogre cannot ride a mount -- He'd squash the poor thing! He may still
purchase a mule, horse or war-horse to carry his gear (with the normal
savings on travel time), but he gains no bonus to fight rolls for having a
war-horse. He's too big to ride along in a cart, so if the other Warriors
have one, he'll have to catch up at his own pace, unless he has one of his
own.
The Ogre may be a strong and fearsome warrior, but these very qualities
(combined with his gruff nature) also make him a prime candidate for
expulsion from any Settlement. If any Event should come up in a Settlement
that involves a fight the Warrior cannot avoid (such as 11 Thrown Out (and
getting "fleeced), 14 Good Deed, 21 Fight, 25 Reward (where the
merchant is a charlatan), etc.) where the result indicates that the Ogre
is going to have to forfeit a portion of his Gold and/or treasure as a
result, he may bully his way out of the situation, not having to part with
the normal expenses, but is forced to leave the Settlement immediately, as
the town guard is not pleased with the ensuing violence.
The Ogre has a penalty of -1 to all "Intellectual" Initiative
tests, on top of any other penalties or bonuses.
While an Ogre is usually mounted on a 40mm x 40mm Monster base, he can
still fit on a single 30mm floor tile square. (You may have to overlap
bases to make him fit.) However, if he chooses, he may intentionally
occupy four spaces for purposes of blocking (as long as the other spaces
weren't previously occupied).
If a pit should be encountered that occupies a single space, the Ogre is
too large to fall in. Rather, he is only tripped by the trap, losing his
next turn while he gets back up. He does not take any damage from the
fall, nor does he need a rope to get out.
The Ogre is also handy for moving other Warriors around, due to his
size. Instead of moving or taking any other action for the turn, he may
pull or lift a Warrior out of a pit, without having to use a rope.
The Ogre's strength doesn't translate directly into weapon damage all
the time, but any time the Ogre is required to take a Strength test, add
+2 to his Strength for purposes of determining the result, in addition to
any other modifiers
Ogres are fear-causing creatures, and it is rare for the Monsters to be
on the receiving end of this. If Monsters are encountered that do not
cause Fear or Terror, they must make a Fear check as a group against the
Ogre's Fear rating (equal to his Battle-Level plus 4). Treat the Monsters'
"Dungeon Level" for the purposes of testing to be equal to the
table number they were rolled from (if random) or use a default value of
1.
If Monsters are encountered which cause Fear, but have a lower rating
than the Ogre, they must make a Fear test, but may add their own Fear
rating to their Battle-Level for purposes of the test. The Ogre is in a
similar situation if he encounters Fear-causing monsters with a higher
rating than himself. In such a case, he must make a Fear test, but gets to
add +4 to his Battle-Level for purposes of determining the results. (He
also gets this bonus when testing against Terror). Terror-causing
creatures are unaffected by Fear.
Monsters are at -1 to hit the Ogre if they fail their Fear tests. For
enemy spellcasters, they may cast spells normally, but when randomly
determining the target, they will always choose somebody other than the
Ogre, if there is any chance to do so. If the Ogre is the only viable
target, they attack normally.
Representing Your Warrior
Citadel Miniatures has plenty of Ogres to pick to represent your Ogre
character. One of the older Marauder "Ogre Mercenary" miniatures
would be particularly apt. Other companies, such as Heartbreaker Hobbies
and Games, offer Ogres as well in a similar scale. If you don't get a
Citadel model, you'll need to acquire a proper base for the figure, 40mm x
40mm square. (Cutting it out of cardboard would do just fine for WQ.)
Roleplaying Tips
I have rarely been in a group where there hasn't been a player who would
be perfect for the role of an Ogre. Basically, all he needs to do is to be
brutish and impulsive. The only problem is that if he should suddenly
spurt out words of wisdom any time an intellectual problem comes around,
this Ogre is bound to get some strange stares, but perhaps that can just
be chalked up to deviation from a stereotype. He's ultimately not THAT
phenomenal of a character compared to most Warriors -- He just has a
random chance of inflicting more damage, he causes Fear, and he starts off
with two attacks. However, I expect the main appeal for this character to
be the simple ability to place a large, imposing model on the board to
represent one's Warrior.
Disclaimers and such
Warhammer Quest is a trademark of Games Workshop, and its use
here does not constitute a legal challenge to that status. This article
may be considered copyrighted by T. Jordan "Greywolf" Peacock
(me =) ), though it may be freely distributed so long as no alterations
are made and no fees are charged for its use.
If you'd like to contact me for whatever reason, you can write to me at:
Jordan Peacock,
1610 Parker,
Cedar Falls,
IA 50613
Happy Questing!
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