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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.
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.
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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.
-
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.
-
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
fire,
the Ogre's controller must state what weapon(s) are
firing and at what target.
-
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.
-
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
launch system is too small to be targeted by artillery.
-
Ogre missiles are not subject to ECM, PDS, LAD, or ZAD.
-
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.
-
On the following activation by the player controlling
the ogre, the missile lands.
-
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.
-
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.
-
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.
-
If launched against another Ogre, a specific weapon system
must be targeted. All other systems on the Ogre are
uneffected.
-
Like artillery rockets, Ogre Missiles are not subject to
ECM/PDS.
-
Nuclear Option
-
If the nuclear option is open (scenario specific), then
the Ogre may set the warhead of an Ogre missile to
'Fusion'.
-
If using the Fusion setting, place just 1 artillery
marker on the board to indicate the location the fusion
missile will land.
-
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.
-
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.
-
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 do not shift down thier FCS die for moving
more than 1/2 thier current maximum movement.
-
Ogres are uneffected by Biological or Chemical attacks.
-
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
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)
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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