Updated 6.22.98

Bri's
Ogre to Dirtside II Conversion

Bri's Dirtside II Site
Bri's Ogre/GEV/Ogre Miniatures Site
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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.
 
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 Range No. of Chits Valid Chits Armor
Main Battery 60" 5 All 6
Missile Rack n/a n/a n/a 6
Missile (Internal) 96" 5 All n/a
Missile (External) 96" 5 All 5
Secondary Battery 48" 4 All 4
Antipersonnel Weapon (APSW) 24" 2 All (vs. Infantry Only) 2
Tread Units n/a n/a n/a 2

 

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. When drawing damage chits vs. Ogres, ignore any #2 counter and special counters (boom, etc.). This is due the the massive amounts of BPC armor.
  2. Each Ogre weapon may fire independantly.
    1. Each weapon may choose to fire during the Orge's firing phase 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 weapons are firing.
  3. Ogre missiles are AI controled weapons that do NOT require an observer.
  4. When attacking an Ogre, the attacker must target a specific weapon (or tread group). These weapons count as SIZE 1 vehciles for targeting purposes.
    Tread Groups:
    1. Tread groups count as SIZE 2 vehicles for targeting purposes.
    2. If the total of the valid chits exceeds the armor value of the tread unit (2), The Ogre looses a number of treads in that tread group equal to the value of the chits - 2. If the damage is more than the number of treads in the tread group, the extra damage is ignored.
    3. When an entire tread ROW (1 or 2 tread groups) is destoryed, the Ogre looses speed.
  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".
  6. Area effect fire (artillery, DFO, etc.) vs. an Ogre Unit is applied agianst each system (or tread group). But count only the #3 chits.
  7. All Ogre weapons attack using Superior fire controls/guidance systems.

OGRES

OGRE Mk I		Production date: 2060
1 Main Battery (5/60"/6) (attack/range/defence)
	O
4 Antipersonnel (2,24",2)
	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 (5/60"/6)
	O
2 Secondary Batteries (4,48",5)
	O O
6 Antipersonnel (2/24"/2)
	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 (Defense 6*)
	O
4 Missiles (Internal) (5/100)
	O O O O
2 Missiles (External) (5/96"/5*)
	O O
1 Main Battery (5/60"/6*)
	O 
2 Secondary Batteries (4/48"/4*)
	O O
8 Antipersonnel (2/20/2*)
	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 (5/96"/5)
	O O
1 Main Battery (5/60"/6)
	O 
4 Secondary Batteries (4/48"/5)
	O O O O
8 Antipersonnel (2/24"/2)
	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 (5/96"/5)
	O O O O
2 Main Battery (5/60"/6)
	O O
4 Secondary Batteries (4/48"/4)
	O O O O
8 Antipersonnel (2/24"/2)
	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 (Defense 6)
	O O O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O	O O O O O
2 Secondary Batteries (4/48"/4)
	O O
8 Antipersonnel (2/24"/2)
	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 (Defense 6)
	O O O
15 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O   O O O O O
1 Main Battery (5/60"/6)
	O 
2 Secondary Batteries (4/48"/4)
	O O
8 Antipersonnel (2/24"/2)
	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 (5/96"/5)
	O O O O O O
2 Main Battery (5/60"/6)
	O O
6 Secondary Batteries (4/48"/4)
	O O O O O O
12 Antipersonnel (2/24"/2)
	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 (Defense 6)
	O O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O   O O O O O
2 Main Battery (5/60"/6)
	O O
8 Secondary Batteries (4/48"/4)
	O O O O   O O O O
12 Antipersonnel (2/24"/2)
	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 (Defense 6)
	O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O   O O O O O
3 Main Battery (5/60"/6)
	O O O
6 Secondary Batteries (4/48"/4)
	O O O   O O O
16 Antipersonnel (2/24"/2)
	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