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Full Metal OGRE
Ogre using Dirtside II with FMA Enhancements
The game Ogre® by
Steve Jackson Games and Dirtside II by
Ground Zero Games are great wargames. This conversion is presented as a
tribute to both games. This conversion also includes my
FMA Enhancements for Dirtside II and use of
Overwatch rules.
Ogre presents a "near" future where huge, self-aware, indestructable tanks rule the
battlefield. Their several meters of BPC armor insured that the main unit was
invulnerable to anything except a nuclear strike of multiple megatons. In this future,
Armor units and powered infantry lob tactical nukes at each other. And to stop an
Ogre, they would have to target the individual systems of the Ogre.
I have tried to keep this flavor. Because of the strenght of nuclear weapons in Dirtside II,
I have reduced the Ogre's weapons to the following:
| Weapon/Equipment |
To Hit |
Damage |
vs. To Hit |
Protection |
Additional Notes |
| Range |
Weapon Size/ Power Die |
Impact Die |
Signature Size |
Cover Die |
Armor* |
| S |
M |
L |
S |
M |
L |
| Main Battery |
36" |
48" |
60" |
5 (d12) |
d12 |
d10 |
d8 |
2 (d10) |
d10 |
5 (d12) |
|
| Missile Rack |
n/a |
n/a |
n/a |
1 (d12) |
5 (d12) |
|
| Missile (Internal) |
Artillery |
5 (d12) |
d12 |
n/a |
Internal Missile may not be targeted. |
| Missile (External) |
2 (d10) |
d10 |
5 (d12) |
|
| Secondary Battery |
24" |
36" |
48" |
4 (d10) |
d10 |
d8 |
d6 |
2 (d10) |
4 (d10) |
|
| Antipersonnel Weapon (APSW) |
24" |
d8 |
d10 |
1 (d12) |
2 (d6) |
vs. Infantry Only |
| Tread Units |
n/a |
n/a |
n/a |
4 (d6) |
d4 |
2 (d6) |
Lost tread = attacker's highest roll - tred armor roll |
| d12 |
d12 |
See Overrun/Ramming rules. |
| * When attacking an Ogre system (except tread), both
the Power Die (PD) and the Impact Die (ID) must exceed the armor die of the
Ogre's Armor Die |
Ogres have a unique terrain effects table:
| EASY
| Roads
|
| NORMAL
| Open, Light Scrub, Rough, Cultivated, Hills, All Woods, Rivers/Streams (crossing)
|
| POOR
| Urban, Mountains, Open Water (submerged)
|
| DIFFICULT
| Swamp: Each turn an Ogre crosses a swamp, roll a d6. It will become stuck
on a roll of 6. It may then roll a d6 each turn to try to free itslef. If it rolls
a 6 is has succeeded in freeing itself and may move the remainder of its movement.
|
I have ignored the suggested Modular Oversize Vehciles rules (p.15 Dirtside II) in
favor of keeping with the original flavor of the Ogre game. It requires more bookkeeping
for the player of the Ogre, but he/she should have less units to deal with anyway. Each
weapon has its own armor and must be targeted seperatly.
ADDITIONAL RULES
-
FMA Enhancements
These rules are intended to be used in conjuction with my FMA Enhancements
for Dirtside II.
-
Overwatch
All units may go on overwatch instead of firing a weapon during thier
activation.
Ogres on Overwatch:
- Once an Ogre is on overwatch, all of its unfired weapons are on
overwatch until the next game TURN (not activation).
- Moving an Ogre ends it's overwatch
- An Ogre may fire some of its weapons from overwatch, and save others
for another possible overwatch firing.
- When attacking an Ogre, individual systems (or tread) must be targeted.
The massive amount of BCP armor prevents any significant damage when
targeting the Ogre
itself.
- All Ogre systems (except tread) have a minimum cover die as if they
were hull down (d10)
- Ogre Tread get a normal cover die
- When attacking Ogre systems (except tread), BOTH the Power Die and
Impact Die rolls must exceed the Ogre's Armor Die roll to destroy the
system. This is due the the massive amounts of BPC armor protecting the Ogre
systems.
- Activation
- For purposes of "passing" on an activation, the Ogre counts as
one unit. A player may "pass" on an activation if he has
less unactivated units then the opponent.
- When an Ogre activates, it may move; move and fire 1, some, or all of
its weapons; fire 1, some, or all of its weapons and then move; or fire
1, some, or all of its weapons. It may also place any of it's unfired
weapons on overwatch if it moved
(or will move) less than 1/2 of its alloted movement.
- Each Ogre weapon may fire independantly.
-
Each weapon may choose to fire during one of the Orge's firing phases or
use opportunity fire.
-
Each weapon may target a different unit or they may choose the same unit.
-
At the beginning of the firing phase, or at the beginning of opportunity
or overwatch fire, the Ogre's
controller must state what weapon(s) are firing.
-
An Ogre may choose to fire one, some, or none of its weapons in a given
activation. It may choose to wait until the last activation to fire any
and all weapons.
-
An Ogre may also choose to go on overwatch in an activation (see
Overwatch above).
- Missile/Air Defense
-
Each Ogre carries supperior ECM, PDS, and ZAD.
-
ZAD is considered on all the time, but does not provide any bonus in
attacking the Ogre.
-
Ogre Missiles.
- They are AI controled weapons that do NOT require an observer.
- They may also be fired in Counter-Artillery Battery fire mode. Treat
the Ogre as if it had Counter-Battery Radar. This does not effect the
signature size of the Ogre systems.
- Ogre missile racks may not be targeted by Counter-Battery fire
(except from other Ogre Missiles). The system is too small to be
targeted by artillery.
- Ogre missiles are not subject to ECM, PDS, LAD, or ZAD.
- Open Sheaf
- Place 5 markers on the game board (3 real, 2 dummy) face down.
Unlike most artillery, the markers do not need to be in a
straight line. But each marker must be within 4" of another
marker.
- On the following activation by the player controlling the ogre,
the missile lands. Turn over the markers to reveal the real and
dummy markers
- The effective area is a 2" radius arround each real marker.
Any unit within that radius is hit. These areas are NOT connected
like standard DS2 open sheaf artillery.
- Power Die is d12 and Impact Die is d12. If the areas overlap, only
one attack is made on each target.
- Open Sheaf attacks are ineffective against other Ogres.
- Closed Sheaf
- Place 5 markers on the game board (1 real, 4 dummy) face down.
Unlike most artillery, the markers do not need to be in a
straight line. But each marker must be within 4" of another
marker.
- On the following activation by the player controlling the Ogre,
the missile lands. Flip the markers to reveal the real and dummy
markers.
- The effective area is a 2" radius arround the real marker.
Any unit within that radius is hit by 3 attacks.
- Power Die is d12 and Impact Die is d12 for each attack.
- If attacking another Ogre, one specific system must be specified.
If the Ogre is still in range of the atttack when it lands, the
specified system is attacked. The attack still has normal effect on
any non-Ogre unit within the blast area.
-
When attacking an Ogre tread, only one die (Power Die or Impact Die) need to
exceed the Ogre tread's Armor Die for a hit. The number of tread lost is
equal to the amount attacker's Power Die or Impact Die (higher of the two)
exceeded the Ogre tread's Armor Die.
Example: An attacker attacks an Ogre's tread with a HEL/3. He hits and rolls
an 4 on the Power Die and a 6 on the Impact Die. The Ogre rolls a 4 on the
Armor Die. 6-4=2. The Ogre looses 2 tread.
-
If an Ogre preforms an overrun/ram attack, it moves the miniature over the
opposing unit(s). These units suffer damage as under a Power Die 12,
Impact Die 12 attack. The Ogre suffers an attack agianst tread with PD and
ID equal to the size class of the vehicle (buildings are counted as size 5).
-
All Ogre batteries may be used in an anti-aircraft role at the stated
ranges. Treat this as Zone Air Defence with a range equal to 60".
-
Area effect fire (artillery, DFO, etc.) vs. an Ogre Unit is effective
only if there is a forward observer with target acquisition gear. A
specific Ogre system must be targeted and it is a closed sheaf attack. If
the forward observer is killed, or comes under fire, the attack is negated.
-
All Ogre weapons attack using Superior fire controls/guidance systems.
OGRES
OGRE Mk I Production date: 2060
1 Main Battery
O
4 Antipersonnel
O O O O
18 Tread Units: Movement starts at 8
O O O O O (Movement drops to 6)
O O O O O (Movement drops to 4)
O O O O O (Movement drops to 2)
O O O (Movement drops to 0)
OGRE Mk II Production date: 2066
1 Main Battery
O
2 Secondary Batteries
O O
6 Antipersonnel
O O O O O O
30 Tread Units: Movement starts at 8
O O O O O (Movement drops to 7)
O O O O O (Movement drops to 6)
O O O O O (Movement drops to 5)
O O O O O (Movement drops to 4)
O O O O O (Movement drops to 2)
O O O O O (Movement drops to 0)
OGRE Ninja Production date: 2090 (est.)
1 Missiles Racks
O
4 Missiles (Internal)
O O O O
2 Missiles (External)
O O
1 Main Battery
O
2 Secondary Batteries
O O
8 Antipersonnel
O O O O O O O O
40 Tread Units: Movement starts at 12
O O O O O (Movement drops to 11)
O O O O O (Movement drops to 10)
O O O O O (Movement drops to 8)
O O O O O (Movement drops to 7)
O O O O O (Movement drops to 6)
O O O O O (Movement drops to 4)
O O O O O (Movement drops to 2)
O O O O O (Movement drops to 0)
* Due to the advanced ECM/ECCM, all attack dice are shifted down 1 die type.
OGRE Mk III Production date: 2071
2 Missiles
O O
1 Main Battery
O
4 Secondary Batteries
O O O O
8 Antipersonnel
O O O O O O O O
48 Tread Units: Movement starts at 8
O O O O O O O O (Movement drops to 7)
O O O O O O O O (Movement drops to 6)
O O O O O O O O (Movement drops to 5)
O O O O O O O O (Movement drops to 4)
O O O O O O O O (Movement drops to 2)
O O O O O O O O (Movement drops to 0)
OGRE Mk III-B Production date: 2073 (est.)
4 Missiles
O O O O
2 Main Battery
O O
4 Secondary Batteries
O O O O
8 Antipersonnel
O O O O O O O O
48 Tread Units: Movement starts at 8
O O O O O O O O (Movement drops to 7)
O O O O O O O O (Movement drops to 6)
O O O O O O O O (Movement drops to 5)
O O O O O O O O (Movement drops to 4)
O O O O O O O O (Movement drops to 2)
O O O O O O O O (Movement drops to 0)
OGRE Fencer Production date: 2084
4 Missiles Racks
O O O O
20 Missiles (Internal)
O O O O O O O O O O
O O O O O O O O O O
2 Secondary Batteries
O O
8 Antipersonnel
O O O O O O O O
48 Tread Units: Movement starts at 8
O O O O O O O O (Movement drops to 7)
O O O O O O O O (Movement drops to 6)
O O O O O O O O (Movement drops to 5)
O O O O O O O O (Movement drops to 4)
O O O O O O O O (Movement drops to 2)
O O O O O O O O (Movement drops to 0)
OGRE Mk IV Production date: 2074
3 Missiles Racks
O O O
15 Missiles (Internal)
O O O O O O O O O O O O O O O
1 Main Battery
O
2 Secondary Batteries
O O
8 Antipersonnel
O O O O O O O O
56 Tread Units: Movement starts at 12
O O O O O O O (Movement drops to 11)
O O O O O O O (Movement drops to 10)
O O O O O O O (Movement drops to 8)
O O O O O O O (Movement drops to 7)
O O O O O O O (Movement drops to 6)
O O O O O O O (Movement drops to 4)
O O O O O O O (Movement drops to 2)
O O O O O O O (Movement drops to 0)
OGRE Mk V Production date: 2074
6 Missiles
O O O O O O
2 Main Battery
O O
6 Secondary Batteries
O O O O O O
12 Antipersonnel
O O O O O O O O O O O O
60 Tread Units: Movement starts at 8
O O O O O O O O O O (Movement drops to 7)
O O O O O O O O O O (Movement drops to 6)
O O O O O O O O O O (Movement drops to 5)
O O O O O O O O O O (Movement drops to 4)
O O O O O O O O O O (Movement drops to 2)
O O O O O O O O O O (Movement drops to 0)
OGRE Doppelsoldner Production date:2089
3 Missiles Racks
O O O
20 Missiles (Internal)
O O O O O O O O O O
O O O O O O O O O O
2 Main Battery
O O
8 Secondary Batteries
O O O O O O O O
12 Antipersonnel
O O O O O O O O O O O O
60 Tread Units: Movement starts at 8
O O O O O O O O O O (Movement drops to 7)
O O O O O O O O O O (Movement drops to 6)
O O O O O O O O O O (Movement drops to 5)
O O O O O O O O O O (Movement drops to 4)
O O O O O O O O O O (Movement drops to 2)
O O O O O O O O O O (Movement drops to 0)
OGRE Mk VI Production date: 2088
2 Missiles Racks
O O
20 Missiles (Internal)
O O O O O O O O O O
O O O O O O O O O O
3 Main Battery
O O O
6 Secondary Batteries
O O O O O O
16 Antipersonnel
O O O O O O O O O O O O O O O O
72 Tread Units: Movement starts at 8
O O O O O O O O O O O O (Movement drops to 7)
O O O O O O O O O O O O (Movement drops to 6)
O O O O O O O O O O O O (Movement drops to 5)
O O O O O O O O O O O O (Movement drops to 4)
O O O O O O O O O O O O (Movement drops to 2)
O O O O O O O O O O O O (Movement drops to 0)
Dirtside and Dirtside II are Copyright © Ground Zero Games.
Ogre, Fencer, BPC, and Dopplesolder are Copyright ©
Steve Jackson Games
This site does not intend to infringe on any Trademark or Copyright owners.
This site is Copyright © Brian Bell
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