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Fixed Body Points for Ogres under US rules (AtOH)?

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Re: Fixed Body Points for Ogres under US rules (AtOH)?

Postby j_dean80 » December 11th, 2021, 12:19 pm

HispaZargon wrote:
j_dean80 wrote:This is my Conclusion to AtOH to explain why the Ogres are stronger in MotM.

Yeah, good catch... another option could be consider those MotM ogres as Elite Ogre Warriors with attack/defence dice number higher than basic ones to match better with the questbook lore, but anyway I think original 10 Body Points for them is excessive if we check the BPs of other monsters.


Wasn’t a “catch”. That was something I created to tie the Packs together.

Here is the small blurb about Ogre Mercenaries:
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Re: Fixed Body Points for Ogres under US rules (AtOH)?

Postby banjo_oz » December 11th, 2021, 3:41 pm

j_dean80 wrote:Here is the small blurb about Ogre Mercenaries:


Yes, that was the "ogre mercenaries" flavour text I remembered reading, though I thought it was from MOTM rather than AtOH... but it makes sense it was from the latter as I actually own that and have since I was a kid, whereas I've never owned or played MOTM.

I still like the idea that the AtOH Ogres are just Ogres chilling on their own turf, while the MOTM ones are experienced mercenaries hired by Chaos/Morcar/Zargon/The Archmage (and thus are more skilled and tougher).
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Re: Fixed Body Points for Ogres under US rules (AtOH)?

Postby therealshrek » December 18th, 2021, 3:48 pm

I used the rules for converting WFB, WFRP, WQ, Adv HQ, HQ
You end up with the following. Wounds actually end up with a fixed base and a range. The range for Wounds is only used if you use the Advanced rules for Experience.
(As shown: S for Speed (Move) A Attack, D Defense, M Mind, B Body)
Ogre Warriors S6 A5/D5 M1 B6 to 7
Ogre Champion S6 A5/D5 M1 B7 to 9
Ogre Hero S6 A6/D5 M2 B8 to 11
Ogre Chieftain S4 A6/D6 M2 B9 to 13 (Advanced Rules, attacks twice)
Ogre Shaman S6 A4/D6 M5 B9 to 13 (Any 3 to 6 Chaos Spells)
Ogre Lord S4 A6/D6 M5 B10 to 15 (Advanced Rules, attacks twice)
Wild Ogre S4 A6/D4 M2 B10 (These are the Ogres in the Elf pack, Wild, thus no range for Hitpoints)
Mercenary Ogre S6 A6/D4 M2 B5 (Elite Mercenary 200g)
NOTES:
If wielding an axe, they can throw it once as if its a hand axe. Barehand Attack is 3att (Optional advanced use, due to conversion rules)
When outdoors, Ogres can throw Boulders / 3 Att, range = standard Att (This is optional as it only happens when using the conversion rules)

FUN RULE: Brawling. When unarmed an Ogre gets 2 attacks for 3 att dice each. This is Bruise Damage and can only knock you unconscious.
This is a conversion from a Warhammer Quest Article for things that happen at the Inn.

And for those who LOVE the Battlemasters Ogre, there is this conversion..
Giant Ogre M6 A10(5)/D6 M 1 B16 The 5 Attack is an additional Kick Attack that throws the target 10sq, Giant Ogres are Wild so no wound range, and throw Builders: 4 att, range 10

So the basic Ogre you will meet in a Dungeon will have 6 to 7 Body
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