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Astra MilitarumOgryn Bodyguard
4

Ogryn Bodyguard

NAME M WS BS S T W A Ld Sv
Ogryn Bodyguard 6" 3+ 4+ 5 5 6 4 8 5+
An Ogryn Bodyguard is a single model armed with a ripper gun, a huge knife and frag bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Grenadier gauntlet
12"
Assault D6
4
0
1
-
0
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
7
Bullgryn maul
Melee
Melee
+2
-1
2
-
0
Huge knife
Melee
Melee
User
-1
2
-
0
Ripper gun (melee)
Melee
Melee
User
-1
1
-
0
Frag bomb
6"
Grenade D6
4
0
1
-
WARGEAR OPTIONS
 • This model may replace its ripper gun with a grenadier gauntlet or Bullgryn maul.
 • This model may replace its huge knife with a slabshield or brute shield.
 • This model may take Bullgryn plate.
ABILITIES
Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn.

Brute shield:
0
Models equipped with a brute shield have a 4+ invulnerable save.

Bullgryn Plate:
5
A model in Bullgryn plate has a Save characteristic of 4+.

Bodyguard: Roll a D6 each time a friendly ASTRA MILITARUM INFANTRY CHARACTER (excluding OGRYNS) loses a wound whilst they are within 3" of any models with this ability; on a 3+ the Astra Militarum character does not lose a wound but one model with this ability suffers a mortal wound. In addition, this model may not be selected as your Warlord, and may not be given a Warlord Trait.

Slabshield:
0
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).
FACTION KEYWORDS
IMPERIUM, ASTRA MILITARUM, MILITARUM AUXILLA
KEYWORDS
CHARACTER, INFANTRY, OGRYN, OGRYN BODYGUARD
Does not include wargear
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The OGRYN keyword is used in following Astra Militarum datasheets:

Elites
• Ogryns
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Army List
Heavy Support
• Hydras
• Wyverns

The MILITARUM AUXILLA keyword is used in following Astra Militarum datasheets:

Elites
• Ogryns

The OGRYN keyword is used in following Astra Militarum datasheets:

Elites
• Ogryns
© Vyacheslav Maltsev 2013-2019