O Full Metal Ogre Ogre Mk III Ogre
Weapons
Weapon No.
Attack Defense
CLOSE RANGE MEDIUM RANGE LONG RANGE vs. To Hit vs. Damage
To Hit Damage
PD/ID
To Hit Damage
PD/ID
To Hit Damage
PD/ID
Signature
Die
Cover
Die
Armor*
Die
Ogre Missile
   
Unltd. d12
d12 d12

** See special rules for Ogre Missiles

d10
d10
d10
Main Gun
 
36" d12
d12 d12
48" d10
d12 d10
60" d8
d12 d8
d10
d10
d10
Secondary Gun
   
   
24" d12
d10 d10
36" d10
d10 d8
48" d8
d10 d6
d10
d10
d8

AP

       
       
12" -
d8 d8
- -
- -
- -
- -
d12
d6
d4
Mobility
Mobility Type: Ogre Tracked Starting Move: 8"
vs To Hit vs Damage
Signature: d8 Cover: d4 Armor 3: d6
Only the Power Die or Impact Die need exceed the Tread Armor Die roll to damage tread. The number of tread damaged is equal to the ammount the higher of the Power or Impact Die is greater than the Ogre Tread Die roll (upto a maximum of 5).
            Drops to 7"
            Drops to 6"
            Drops to 5"
            Drops to 4"
            Drops to 3"
            Drops to 2"
            Drops to 1"
            Immobile

OTHER EQUIPMENT AND NOTES:
* Ogre Weapons may only be damaged if both the Power Die and Impact Die rolls exceed the Ogre Armor roll.
** Ogre Missile Special Rules:

  • An Oger Missile does not need line of sight. But the Ogre must has spotted the unit before it can launch a missile against it.
  • An Ogre Missile has a primary target. Against this target it uses its full Power and Impact dice. This is applied against the target's top armor.
  • PDS and/or ECM may reduce the effectiveness of an Ogre Missile, but not negate it altogether. If a PDS die or a ECM die exceeds the Ogre Missile's attack die, reduce the Impact Die Type by 1. If both the ECM and PDS die rolls exceed the Ogre Missile's attack die, then shift the Impact Die down twice.
  • In addition to the primary target, an Ogre missile also has the ability to damage nearby targets. Any element within 2" of the primary target is also attacked with a Power Die of d10 and an Impact Die of d10 against its top armor. This spillover fire is uneffected by ECM or PDS.
Ogre Ramming Rules:
  • An Ogre may ram an enemy vehicle (run over it). This causes an attack with a Power Die of d12 and an Impact Die of d12.
  • The Ogre looses a number of tread equal to the size of the vehicle it rammed.