Ogryns

Source: Codex: Imperial Guard (2003), p. 42

Elites

Ogryns

Pts/Model WS BS S T W I A Ld Sv
Ogryn 25 4 3 5(6) 4 3 3 2 8 5+
Ogryn Bone 'ead +10 4 3 5(6) 4 3 3 3 9 5+

Number/squad: The squad consists of between three and ten Ogryns.

Weapons: Ripper gun and frag grenades.

Character: One Ogryn may be upgraded to an Ogryn Bone 'ead at +10 pts. These Ogryns have their intellect boosted to enable them to understand more complex orders. A Bone'ead has access to the Imperial Guard Armoury, although he is not an Officer.

Transport: The squad may be mounted in a Chimera transport vehicle at +70 pts.

Special Rules

Ogryn-proof: Ogryns will quickly break most guns by being over-enthusiastic with them in close combat. The ripper gun is built to be totally Ogryn-proof, however, and if used in close combat will add +1 to the Ogryn's Strength – such a solid lump of metal swung two-handed makes for an excellent club! This has already been included in the profile above.

"It's Dark in Dere!": Ogryns hate confined spaces and this can make it very difficult to get them into a Chimera. Because of this, an Ogryn squad will only embark if there is an Officer or a Commissar within 12" of at least one model in the unit when they embark. Ogryns can start mounted in a Chimera without an Officer or a Commissar being nearby (it's assumed they were convinced to enter the vehicle earlier on) and may disembark freely at any time. This rule does not apply if the unit is led by an Ogryn Bone'ead.

Bulky: Ogryns are bulky creatures and each one takes up two spaces in a transport vehicle.