Cygnus X1 - Dirtside
-
Cygnus X1
 
GZG
Full Thrust
Dirtside II
Stargrunt II
Political
Library

Xenology
SJG
Ogre
GW
40k
Eldar
Space Marines
Tau
Tyranid
Witch Hunters
 
WotC
D & D
Sygil
 
divider
 
Navigation
SciFi
Glossary
 
Cygnus X1.info
www.cygnusx1.info

Page Created: 1999.02.10
Page Updated: 2002.6.12 (Rev. 5)
Revisions: 1, 2, 3, 4

Dirtside II

Full Metal OGRE

Ogre using Dirtside II with FMA Enhancements

Ogre by Wenchel Chang used by permission 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.

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) 12" d8 d10 1 (d12) 2 (d6) vs. Infantry Only
Tread Units n/a n/a n/a 3 (d8) d4 3 (d8) 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

  1. FMA Enhancements
    These rules are intended to be used in conjuction with my FMA Enhancements for Dirtside II.
  2. 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.
    1. All Ogre systems (except tread) have a minimum cover die as if they were hull down (d10).
    2. Ogre Tread get a normal cover die
  3. 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.
  4. Activation
    1. 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.
    2. 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.
    3. Each Ogre weapon may fire independantly.
      1. Each weapon may choose to fire during one of the Orge's firing phases or use opportunity fire.
      2. Each weapon may target a different unit or they may choose the same unit.
      3. At the beginning of the firing phase, or at the beginning of opportunity fire, the Ogre's controller must state what weapon(s) are firing and at what target.
      4. 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.
  5. Missile/Air Defense
    1. Each Ogre carries supperior ECM, PDS, and ZAD.
    2. ZAD is considered on all the time, but does not provide any bonus in attacking the Ogre.
  6. Ogre Missiles.
    1. They are AI controled weapons that do NOT require an observer.
    2. 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.
    3. Ogre missile racks may not be targeted by Counter-Battery fire (except from other Ogre Missiles). The launch system is too small to be targeted by artillery.
    4. Ogre missiles are not subject to ECM, PDS, LAD, or ZAD.
    5. On the activation the missile is launched, place a marker where the missile will land. Except in counter-battery fire, the Ogre must have Line of Sight to the missile's landing location.
    6. On the following activation by the player controlling the ogre, the missile lands.
    7. The Ogre missiles have sophisticated logic and guidance systems. This allows the missile to adjust its path for greatest effect. In game terms this allows the player to move the marker up to 12" from its original location. This new location does not have to be in line of sight from the Ogre.
    8. The effective area is a 2" radius around the marker. All units in this area are attacked. Armor units are hit on the top armor.
    9. Power Die is d12 and Impact Die is d12. Against armor, the attack is against top armor. Against dug in infantry, shift the impact die down 2.
    10. If launched against another Ogre, a specific weapon system must be targeted. All other systems on the Ogre are uneffected.
    11. Like artillery rockets, Ogre Missiles are not subject to ECM/PDS.
    12. Nuclear Option
      1. If the nuclear option is open (scenario specific), then the Ogre may set the warhead of an Ogre missile to 'Fusion'.
      2. If using the Fusion setting, place just 1 artillery marker on the board to indicate the location the fusion missile will land.
      3. Use the Nuclear Munitions rules on p. 47 of Dirtside II. Middle Zone use d12 for Power and d10 for Impact. Outer Zone use d8 Power and d10 Impact (unless dug-in which use d8 Impact).
        Ogres do not need to make confidence checks due to a nuclear strike.
  7. 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.
  8. 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".
  9. 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.
  10. All Ogre weapons attack using Superior fire controls/guidance systems. Ogres do not shift down thier FCS die for moving more than 1/2 thier current maximum movement.
  11. Ogres are uneffected by Biological or Chemical attacks.
  12. During the Ogre's movement, it may choose to ram an opposing unit. Ramming by the Ogre counts as a Power 5 (d12), Impact: d12 attack. The Oger will loose a number of tread equal to the size of the vehicle it ran over. Infantry can generally avoid being ran over, but will loose thier dug-in status if the Ogre moves over thier possition.



OGRES
error-file:TidyOut.log
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 (Movement drops to 7)
 O O O (Movement drops to 6)
 O O   (Movement drops to 5)
 O O   (Movement drops to 4)
 O O   (Movement drops to 3)
 O O   (Movement drops to 2)
 O O   (Movement drops to 1)
 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 0 (Movement drops to 7)
 O O O 0 (Movement drops to 6)
 O O 0 0 (Movement drops to 5)
 O O 0 0 (Movement drops to 4)
 O O 0 0 (Movement drops to 3)
 O O 0 0 (Movement drops to 2)
 O O 0   (Movement drops to 1)
 O O 0   (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 (Movement drops to 11) 
 O O O O (Movement drops to 10) 
 O O O O (Movement drops to 9) 
 O O O O (Movement drops to 8) 
 O O O   (Movement drops to 7) 
 O O O   (Movement drops to 6) 
 O O O   (Movement drops to 5) 
 O O O   (Movement drops to 4) 
 O O O   (Movement drops to 3) 
 O O O   (Movement drops to 2) 
 O O O   (Movement drops to 1) 
 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 0 (Movement drops to 7) 
 O O O O O 0 (Movement drops to 6) 
 O O O O O 0 (Movement drops to 5) 
 O O O O O 0 (Movement drops to 4) 
 O O O O O 0 (Movement drops to 3) 
 O O O O O 0 (Movement drops to 2) 
 O O O O O 0 (Movement drops to 1) 
 O O O O O 0 (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 0 (Movement drops to 7) 
 O O O O O 0 (Movement drops to 6) 
 O O O O O 0 (Movement drops to 5) 
 O O O O O 0 (Movement drops to 4) 
 O O O O O 0 (Movement drops to 3) 
 O O O O O 0 (Movement drops to 2) 
 O O O O O 0 (Movement drops to 1) 
 O O O O O 0 (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 0 (Movement drops to 7) 
 O O O O O 0 (Movement drops to 6) 
 O O O O O 0 (Movement drops to 5) 
 O O O O O 0 (Movement drops to 4) 
 O O O O O 0 (Movement drops to 3) 
 O O O O O 0 (Movement drops to 2) 
 O O O O O 0 (Movement drops to 1) 
 O O O O O 0 (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 0 (Movement drops to 11) 
 O O O O 0 (Movement drops to 10) 
 O O O O 0 (Movement drops to 9) 
 O O O O 0 (Movement drops to 8) 
 O O O 0 0 (Movement drops to 7) 
 O O O 0 0 (Movement drops to 6) 
 O O O 0   (Movement drops to 5) 
 O O O 0   (Movement drops to 4) 
 O O O 0   (Movement drops to 3) 
 O O O 0   (Movement drops to 2) 
 O O O 0   (Movement drops to 1) 
 O O O 0   (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  0 0 0 (Movement drops to 7) 
 O O O O O  0 0 0 (Movement drops to 6) 
 O O O O O  0 0 0 (Movement drops to 5) 
 O O O O O  0 0 0 (Movement drops to 4) 
 O O O O O  0 0   (Movement drops to 3) 
 O O O O O  0 0   (Movement drops to 2) 
 O O O O O  0 0   (Movement drops to 1) 
 O O O O O  0 0   (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  0 0 0 (Movement drops to 7) 
 O O O O O  0 0 0 (Movement drops to 6) 
 O O O O O  0 0 0 (Movement drops to 5) 
 O O O O O  0 0 0 (Movement drops to 4) 
 O O O O O  0 0   (Movement drops to 3) 
 O O O O O  0 0   (Movement drops to 2) 
 O O O O O  0 0   (Movement drops to 1) 
 O O O O O  0 0   (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  0 0 0 0 (Movement drops to 7) 
 O O O O O  0 0 0 0 (Movement drops to 6) 
 O O O O O  0 0 0 0 (Movement drops to 5) 
 O O O O O  0 0 0 0 (Movement drops to 4) 
 O O O O O  0 0 0 0 (Movement drops to 3) 
 O O O O O  0 0 0 0 (Movement drops to 2) 
 O O O O O  0 0 0 0 (Movement drops to 1) 
 O O O O O  0 0 0 0 (Movement drops to 0) 
error-file:TidyOut.log
Ogre
error-file:TidyOut.log


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
E-mail
Get Firefox Web Browser
Get Thunderbird Email Client
CSS