Chaos Space Marines – Chaos Ogryn
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
4

Chaos Ogryn

NoNAME  M WS BS S T W A Ld Sv
70
Chaos Ogryn
1
70
Chaos Ogryn
6" 3+ 4+ 5 5 6 4 8 5+
A Chaos Ogryn is a single model armed with a scavenged maul and mutant claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Mutant claw
Mutant claw
Melee
Melee
User
-2
2
Each time the bearer fights, before the bearer makes any other attacks, it can make one (and only one) attack with this weapon. If the attack hits, you can re-roll hit rolls for attacks made by the bearer that target that unit until the end of the phase.
Each time the bearer fights, before the bearer makes any other attacks, it can make one (and only one) attack with this weapon. If the attack hits, you can re-roll hit rolls for attacks made by the bearer that target that unit until the end of the phase.
Scavenged maul
Scavenged maul
Melee
Melee
+2
-1
2
-
ABILITIES
ABILITIES
Avalanche of Muscle: Add 1 to the Attacks characteristic of this model during any turn in which it made a successful charge.
Bodyguard: Roll a D6 each time a TRAITOR COMMISSAR loses a wound whilst it is within 3" of any friendly models with this ability; on a 3+ the TRAITOR COMMISSAR does not lose a wound but one of those friendly models suffers a mortal wound.
Blasphemous Icon: Before moving this model in the Movement phase, roll a D6. On a 6, this model regains 1 lost wound and you can add 2" to this models Move characteristic until the end of the phase.
FACTION KEYWORDS: CHAOS, SERVANTS OF THE ABYSS
KEYWORDS: CHARACTER, INFANTRY, CHAOS OGRYN

Datasheet-related Stratagems

1CP/3CP

GIFTS OF CHAOS

Chaos Space Marines Stratagem

Though fickle with their gifts, the Chaos Gods will reward those champions who continue to prove themselves worthy.

Use this Stratagem before the battle. Your army can have one extra Artefact of Chaos for 1 CP, or two extra Artefacts of Chaos for 3 CPs. All of the Artefacts of Chaos that you include must be different and be given to different CHAOS SPACE MARINE CHARACTERS. You can only use this Stratagem once per battle.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The TRAITOR COMMISSAR keyword is used in following Chaos Space Marines datasheets:

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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Army List
Datasheets collated
© Vyacheslav Maltsev 2013-2021