by 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