TEXT: OGRES
  Ogres are a huge warrior race
  from the mountains beyond
  Blackfire Pass.  Most are keen to
  stay in their mountain home,
  enjoying their constant cycle of
  hunting and feasting, but a few
  with wanderlust have ventured
  north into the Empire.  They are
  still a rare occurrence, and the
  sight of their giant hulking
  frames and pronounced fangs
  are often enough to cause fear
  and panic among the common
  folk.  Consequently, most ogres
  find work as mercenaries,
  bodyguards or thugs – and there
  are many who say that this is all
  they are good for.  They don't
  say it too loud, of course, lest
  the ogres rip their arms off.
  Background
  Despite what many people think, ogres are not related to the goblinoid
  races, although they still irritate dwarves with their insistence on
  employing the greenskins to work their war machines.  Ogres seem to
  have appeared in the mountains around the same time as the Human
  tribes were settling the lower lands.  Due to their southern location,
  far from chaos incursions and the empire, ogre culture has changed
  little over the centuries.  Their tribal lifestyle revolves totally around
  battle and hunting, with increased status granted to those who fight
  the hardest, kill the most prey and eat the most at the feast
  afterwards.  Ogres pride themselves on the size of their bellies (not to
  mention their ability to digest anything) and call all humans by the
  common ogre insult of "Slim".
  Ogres have recently become more in contact with humans, as Border
  Princes have begun hiring bands of ogre warriors (known as
  "ravagers") in lieu of mercenaries, so as to get the upper hand in their
  neighbourly squabbles.  These human encounters have caused an
  increasing number of ogres to journey into Tilea, Estalia and the
  Empire, and one can only wonder at the effect this will have on ogre
  culture in the long term.
  In battle, ogres are terrifyingly ferocious, shunning missile weapons in
  preference of charging with their huge bulk until their enemies fall or
  rout.  The standard ogre weapon is a club, and the only armour they
  
  usually deign to wear is their familiar “gut-plate”, a huge round piece
  of metal worn over the stomach to protect that most precious spot
  (providing two points of armour to the Body).  The quality of one’s club
  and gut-plate also measure one’s status in ogre society.
  Roleplaying Hints
  Ogres come from a very primitive lifestyle, and tend to lack subtlety as
  a result.  Everything can be seen as either something to fight or
  something to eat, and any time spent not doing one of these is, in ogre
  eyes, pointless and dull.  They speak plainly, act boldly and live
  largely, for tomorrow, somebody might cut your head off, or the beer
  might run out.
  Table 1: Characteristic Generation
  Characteristic
  Ogre
  Weapon Skill (WS)
  20+2d10
  Ballistic Skill (BS)
  10+2d10
  Strength (S)
  40+2d10
  Toughness (T)
  40+2d10
  Agility (Ag)
  10+2d10
  Intelligence (Int)
  10+2d10
  Will Power (WP)
  20+2d10
  Fellowship (Fel)
  10+2d10
  Attacks (A)
  1
  Wounds (W)
  Roll 1d10 and consult Table 2: Starting
  Wounds
  Strength Bonus (SB)
  Equal to the first digit of your Strength
  Toughness Bonus (TB)
  Equal to the first digit of your Toughness
  Movement (M)
  5
  Magic (Mag)
  0
  Insanity Points (IP)
  0
  Fate Points (FP)
  Roll 1d10 and consult Table 3: Starting Fate
  Points
  Table 2: Starting Wounds
  Table 3: Starting Fate Points
  d10 Roll
  Ogre
  1–4
  1
  5–7
  1
  8–10
  2
  d10 Roll
  Ogre
  1–3
  13
  4–6
  14
  7–9
  15
  10
  16
  
  Racial Features
  Skills: Common Knowledge (Ogres), Speak Language (Grumbarth),
  Speak Language (Reikspiel)
  Talents: Acute Sense of Smell (see below), Menacing, Night Vision,
  Stout-Hearted
  Table 4: Starting Career
  Career
  Ogre
  Boatman
  01–02
  Bodyguard
  03–09
  Hunter
  10–14
  Jailer
  15–22
  Marine
  23–26
  Mercenary
  27–40
  Messenger
  41–42
  Militiaman
  43
  Miner
  44–45
  Outlaw
  46–47
  Pit Fighter
  48–59
  Protagonist
  60–64
  Rat Catcher
  65
  Ravager (see below)
  66–79
  Seaman
  80–81
  Servant
  82–83
  Thief
  84
  Thug
  85–98
  Toll Keeper
  99–00
  New Talent: Acute Sense of Smell
  Decription: Your sense of smell is as sharp as a wolf’s.  You gain a
  +20% bonus on Perception Skill Tests that involve smell or taste.
  
  New Career: Ravager
  Description
  In the wild regions of the Border Princes
  and the Badlands, soldiers and mercenaries
  are hard to come by, and why pay for two
  dozen men when five ogres can do the same
  job?  Ravagers are typically employed not to
  simply kill but to rout and destroy.  Local
  lords pay ravagers (usually in food) to storm
  down into a town or encampment,
  slaughter any resistance, terrify the
  populace, smash or upturn everything they
  can, run off the livestock and eat anything
  they decide looks tasty.  Some Ravagers
  crave more of a challenge or more variety,
  however, and become mercenaries; others
  set off to seek adventure instead.
  — Ravager Advance Scheme —
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +10%
  —
  +10%
  +10%
  —
  —
  +10%
  —
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  —
  +3
  —
  —
  —
  —
  —
  —
  Skills:  Common Knowledge (Badlands), Concealment, Intimidate,
  Outdoor Survival
  Talents: Fearless, Frenzy, Strike Mighty Blow, Strike to Injure
  Trappings: Medium Armour (Leather jerkin, Gut plate (AP 2 to Body)),
  Hand Weapon, Hunk of Raw Meat
  Career Entries: None
  Career Exits: Hunter, Mercenary, Outrider, Thug, Veteran
  Note: Only ogres may enter this career.
  
  Table 5: Physical Characteristics
  5.1 Height
  Female
  Male
  8’0” + 1d10”
  8’4” + 1d10”
  5.2 Weight in Pounds
  Roll
  Ogre
  01
  250
  02-03
  260
  04-05
  270
  06-08
  280
  09-012
  290
  13-17
  300
  18-22
  310
  23-29
  320
  30-37
  330
  38-49
  340
  50-64
  350
  65-71
  360
  72-78
  370
  79-83
  380
  74-88
  390
  89-92
  400
  93-95
  410
  96-97
  420
  98-99
  430
  00
  440
  Table 6: Background and Family
  6.1 Siblings
  Roll
  Ogre
  1
  2
  2-5
  3
  6-9
  4
  10
  5
  5.3 Hair and Eyes
  Roll
  Hair
  Eyes
  1
  Bald
  Orange
  2
  Bald
  Orange
  3
  Bald
  Red
  4
  Red
  Red
  5
  Copper
  Copper
  6
  Brown
  Brown
  7
  Brown
  Dark Brown
  8
  Black
  Black
  9
  Black
  Black
  10
  Black
  Purple
  6.2 Age in Years
  Roll
  Ogre
  1
  14
  2
  15
  3
  16
  4
  17
  5
  18
  6
  19
  7
  20
  8
  21
  9
  22
  10
  23
  
  6.3 Birthplace
  Roll
  Result
  01-30
  World’s Edge Mountains (South
  of Black Fire Pass)
  31-60
  Dragonback Mountains
  61-80
  Black Mountains
  81-95
  The Badlands
  95-99
  World’s Edge Mountains (North
  of Black Fire Pass)
  00
  The Darklands
  6.4 Name
  Roll
  Female
  Male
  01-05
  Aggrun
  Agrak
  06-10
  Brecca
  Brakh
  11-15
  Corla
  Carac
  16-20
  Fessun
  Dakar
  21-25
  Groha
  Davog
  26-30
  Gressa
  Dokk
  31-35
  Gurda
  Kallik
  36-40
  Halka
  Kavok
  41-45
  Hunga
  Lorgh
  46-50
  Kalla
  Lurg
  51-55
  Luska
  Pardagh
  56-60
  Magrun
  Praksh
  61-65
  Mika
  Sallak
  66-70
  Morga
  Skoar
  71-75
  Olna
  Svorg
  76-80
  Riska
  Targar
  81-85
  Tagha
  Torrug
  86-90
  Ulka
  Thrarg
  91-95
  Ulsa
  Varg
  96-00
  Wolna
  Vorg
  
  Sample Characters:
  Kaal, Ogre Pit Fighter
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  32
  30
  49*
  49
  31
  16
  37
  19
  +15%
  +10%^
  +10%
  32
  30
  49*
  54
  31
  16
  37
  19
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  14
  4
  5
  5
  0
  0
  1
  +2
  1
  14
  4
  5
  5
  0
  0
  1
  Skills:  Common Knowledge (Ogres), Dodge Blow, Intimidate, Speak
     Language (Grumbarth), Speak Language (Reikspiel)
  Talents: Acute Sense of Smell, Menacing, Night Vision, Specialist
      Weapon Group (Flail), Specialist Weapon Group (Parrying),
      Specialist Weapon Group (Two-handed), Stout-Hearted,
      Strike Mighty Blow, Strike to Injure, Strike to Stun, Very
      Strong*
  Armour: Leather Jack, Mail Shirt
  Armour Points: Head 0, Arms 1, Body 3, Legs 0
  Weapons: Great Weapon (Two-handed Axe), Knuckle-duster, Shield
  Trappings: Loincloth, 5 gold crowns
  *bonus already included in profile
  Kaal entered the arena for his love of the game, but soon lost his taste
  for it.  Not because of the unending slaughter, but because of the
  cheating and fixing he witnessed.  He saw too many worthy opponents
  poisoned or hobbled by the organisers, to allow some crime lord or
  burgher to fill their pockets.  When his time came to take a fall, Kaal
  smelt the dope in his swill, threw it away and took his opponent apart.
  Knowing there would be reprisals from his owner and whichever rich
  man he had just made poorer, Kaal escaped the pits that night. He is
  now seeking adventure, fights that aren’t fixed, and, perhaps, a way to
  pay back the rich who so cowardly trade others’ lives for gold.
  Quote: “Got no beefs with you, Slim – just da galbrash who pay you”
  
  Magrun, Ogre Rat Catcher
  (Starting Character)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31
  17
  47
  56
  12
  19
  32
  21
  +5
  +10
  -
  +5^
  +10
  -
  +10
  -
  31
  17
  47
  61
  12
  19
  32
  21
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  14
  4
  6
  5
  0
  0
  1
  -
  +2
  -
  -
  -
  -
  -
  -
  1
  14
  4
  6
  5
  0
  0
  1
  Skills:  Animal Care, Animal Trainer, Common Knowledge (Ogres),
  Concealment, Perception, Search, Set Trap, Speak Language
  (Grumbarth), Speak Language (Reikspiel)
  Talents:  Acute Sense of Smell, Menacing, Night Vision, Resistance to
  Disease, Resistance to Poison, Stout-Hearted, Specialist Weapon
  Group (Sling), Tunnel Rat
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Sling with stone, chain gauntlets
  Trappings: Sling with ammunition, 4 rat traps, Pole with 4 dead rats
  on it, Small but Vicious Dog (Dugger)
  Although female and still young, Magrun had a belly-girth to rival any
  of her male tribesmen.  But they snubbed her attempts to join them in
  battle so she set off to the Empire, in search of adventure and people
  who might treat her better.  Arriving almost starving in Krugenheim,
  she was taken in by a Halfling farmer and his wife, who recognised a
  fellow outsider.  They helped her find a job in town when the plague
  rolled in and nobody was willing to get down in the sewers and squish
  a few rats.  Granted, Magrun’s large frame stops her from getting into
  the nooks and crannies but with one blow of her fist she can kill a
  dozen rats, and she eats whatever she kills too, making cleanup
  quicker and cheaper.
  Soon recognised as the best ratcatcher the town had ever had, and
  their saviour from the plague, Magrun became accepted, and grew to
  like humans and Halflings far more than her Ogre brethren.  However,
  now that she has decided to head to Talabheim, seeking more
  adventure than just killing rats, she will encounter prejudice all anew.
  Quote: “Ug, this ogre ale cheap and awful!  Got any Halfling Peculiar?”
  
  Daracc, Ogre Engineer (ex-Miner)
  (1200 XP)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37
  17
  42
  54*
  18
  21
  32
  24
  +10^
  +15^^
  +10^^
  +5^
  +10
  +20^
  +10^
  -
  42
  27
  52
  59
  18
  26
  37
  24
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  15
  4
  5
  5
  0
  0
  2
  -
  +4^^
  -
  -
  -
  -
  -
  -
  1
  17
  5
  5
  5
  0
  2
  2
  Skills:  Academic Knowledge (Science), Animal Care, Common
    Knowledge (Ogres), Drive, Outdoor Survival, Navigation,
    Perception, Scale Sheer Surface, Speak Language (Grumbarth),
    Speak Language (Reikspiel), Trade (Miner)
  Talents: Acute Sense of Smell, Menacing, Night Vision, Orientation,
      Stout-Hearted, Specialist Weapon Group (Two-Handed),
      Specialist Weapon Group (Gunpowder), Very Resilient*
  Armour: Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Great Weapon (Two-Handed Pick), Large Firearm (+1 to
  damage, Experimental)
  Trappings: Pick, Spade, Storm Lantern, Lamp Oil, Engineer’s Kit, 6
  Spikes, 9 gold crowns
  *bonus already included in profile
  Although he began his mining career as a tunnel support, Daracc is
  clever for an ogre and soon proved to be a natural with gunpowder
  and explosives.  While delivering some sulphur to an alchemist-cum-
  gunsmith, they got talking, discovered their mutual passion and
  decided to team up.  Daracc wanted to learn more about gunpowder,
  and the gunsmith needed someone to test his experiments.
  The two had many adventures until the gunsmith was murdered in an
  alley by members of a cult devoted to halting the march of science and
  the so-called abominations it creates. Now Daracc is no longer
  searching for knowledge, but for bloody revenge on his friend’s killers.
  Quote: “One more step and I fill you full of saltpetre!!”
  
  Hansup, Ogre Watchman (ex-Jailer)
  (1200 XP)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  29
  20
  49
  48
  17
  12
  26
  27
  +10^^
  +5
  +10^^
  +10^^
  +5
  +10^
  +5^
  -
  39
  20
  59
  58
  17
  17
  31
  27
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  15
  4
  4
  5
  0
  0
  1
  -
  +3^^^
  -
  -
  -
  -
  -
  -
  1
  18
  5
  5
  5
  0
  1
  1
  Skills:  Common Knowledge (Ogres), Command, Consume Alcohol,
     Dodge Blow, Heal, Intimidate, Perception, Search, Speak
     Language (Grumbarth), Speak Language (Reikspiel)
  Talents: Acute Sense of Smell, Menacing, Night Vision, Resistance to
      Disease, Resistance to Poison, Stout-Hearted, Specialist
      Weapon Group (Entangling), Strike to Stun, Wrestling
  Armour: Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Net, Truncheon (use club)
  Trappings: Lantern and Pole, Lamp Oil, Poorly-fitting Uniform, 17
  gold crowns (his severance pay)
  Oh how people laughed when Hansup the Ogre was sworn into the
  Nuln City Watch.  Oh how they snickered as he got his nickname,
  based on the first thing he always said.  Oh how they chortled when
  they realised he was stupid even for an ogre.
  Nobody is laughing any more.  Especially not the city’s criminals.
  The simple fact is that Hansup is just too stupid to be tricked, cajoled
  or bargained with.  He knows the law (he taught himself to read by
  reading the town charter) and if he sees anyone doing anything illegal,
  he catches them in his net and carries them straight to the Watch
  House, where his boss sorts them out.  Methodical, implacable and
  scrupulously honest, Hansup is a rogue’s worst nightmare.  So much
  so that every crime lord in the city soon put a price on his head.
  Afraid this might lead to his fellow Watchmen being injured or killed
  as well, Hansup has left Nuln to try adventuring for a while, keeping
  the peace on a much larger and freer scale.
  Quote: “HANSUP!  You all unnarest!  Put down weapons, or be
  thumped for resissing a watchman!”
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Tin Star Games/New Race - Ogres.pdf