GURPS DnD

There needs to be a Sorting Algorithm of Evil Power. Kobolds, Goblins, Hobgoblins, Orcs, Bugbears, Gnolls, Ogres.
This isn't strictly canonical with existing DF material, and is strongly filtered by memories of being nine years old and playing Red Box (well, second Red Box) D&D.
Race 	SM	ST	DX	HT	Melee 	Ranged 	Shield 	Armor 	Notes
Kobold 	-1	8 	11	11	Javelin-12Im 1d-2 	Javelin-12Im 1d-2 	Small-12 	Leather DR 1*Tough Skin 1 	Trapmakers
Goblin 	-1	10	10	10	Hatchet-12Cu 1d 	Hatchet-12Cu 1d 	Medium-12 	Leather DR 2* 	Cowardly
Hobgoblin 	0 	14	10	10	Axe-12Cu 2d+2F 	Axe-12Cu 2d+2 	Medium-12 	Leather DR 3 	Very primitive; use stone or obsidian weapons
Orc 	0 	12	10	11	Axe-14Cu 1d+4 	Regular Bow-14Im 1d	Large-14Shield Wall	Scale DR 4 	Relatively technological
Bugbear 	1 	15	11	11	Mace-14Cr 2d+3 	Sling-14Cr 2d 	Medium-14 	Leather DR 4Tough Skin 1 	
Gnoll 	1 	16	12	11	Flail-16Cr 2d+5 	Longbow-16Im 1d+3 	Medium-14 	Scale DR 4 	
Ogre 	1 	22	12	12	Two-Handed Oversized Club-14Cr 4d+3 	Rock-14Cr 2d-1 	None 	Fur Layers for DR 5*Tough Skin 2	Very primitive
Human Bandit	0 	12	10	10	Shortsword-14Cu 1d+2 	Crossbow-14Im 1d+5 	Medium-14 	Leather DR 2*or Mail DR 4/2* 	Technological Savvy
Human Knight	0 	14	12	12	Fine Broadsword-16Cu 2d+1F or Im 1d+2F	Crossbow-15Im 1d+6 	Large-16 	Iron Plate Harness DR 6+ 	
Orcs and Gnolls sometimes use dueling polearms. Ogres are sometimes used as mercenaries by goblins or orcs and given better weapons and armor.
=== Ability Rankings ===
;Goon
The above stat-line is for the typical warrior of the race. Non-warriors usually have 2-3 points less ST and 4 points less of weapon skills.
;Punks
Weak enemies are punks, with -1 ST, -2 to weapon skills, and usually Cowardice (15 or less).
;Thug
Thugs are bigger, stronger goons. Increase ST by 1/3 , not to exceed 4 and add High Pain Threshold.
;Brute
Brutes are the biggest, strongest goons. Increase ST by +5 or more for Ogres and such. Armor improves, usually through heavy layering.
;Tough
A more skilled goon with some leadership skills. Add Combat Reflexes, Tactics-9, Leadership-10, +2 DX, and +2 to all weapon skills. Often carries superior weapons (fine or such).
;Chief
A much more skilled version of the tough. Increase Tactics, Leadership, and weapon skills by another 2 points and add 1-2 points to ST. Add Weapon Master/Trained by a Master (and/or Heroic Archer/Slinger for ranged chiefs) as appropriate. Always carries weapons with a quality such as Fine, Balanced, or Dwarven.
;Stalker
Sneaky tough equivalent with DX, Stealth, and Striking ST.
;Assassin
Stalker upgrade.
;Shaman
Basic wizard package.
;Sorcerer
Advanced wizard package.
=== Level to Points Equivalency ===
This is more for D&D3e than earlier editions, though it's not bad for them either. It's intended for starting with standard henchmen as level 1 and moving up from there. Add 50 CP if using my alternate attribute pricing scheme.
Level	Total Points	MinimumPrimary Skill	MaximumPrimary Skill
1 	125 	11 	16
2 	150 	11 	17
3 	175 	12 	18
4 	200 	12 	19
5 	225 	13 	20
6 	250 	13 	21
7 	300 	14 	22
8 	350 	14 	23
9 	400 	15 	24
10 	450 	15 	25
11 	500 	16 	25
12 	575 	16 	26
13 	650 	17 	26
14 	725 	17 	27
15 	800 	18 	27
16 	900 	18 	28
17 	1000 	19 	28
18 	1100 	19 	29
19 	1200 	20 	29
20 	1300 	20 	30
21 	1500 	21 	30
22 	1700 	21 	31