More on Ogres (long)

From: <jyrki.saari_at_...>
Date: Wed, 14 Nov 2001 13:24:54 +0200

I dug up my copy of Ogre miniatures rules, and here are my suggestions to
the Heathen armylist.

Tread units: These are from miniatures rules and slightly modified to suit
the Heathen armylist Ogre speeds.

MkI: 16 (each loss of 4 drops max. speed by 5cm)
MkII: 28 (each loss of 7 drops max. speed by 5cm)
Ninja: 40 (each loss of 8 drops max. speed by 5cm)
MkIII, MkIIIb & Fencer: 48 (each loss of 12 drops max. speed by 5cm)
MkIV: 60 (each loss of 12 drops max. speed by 5cm)
MkV & Doppelsoldner: 60 (each loss of 15 drops max. speed by 5cm)
MkVI: 72 (each loss of 18 drops max. speed by 5cm)

Damage rules for MkI and MkII:
The smaller Ogres use the optional superheavy damage table modified as
below. For all results which cause damage (other than damage to track units)
and do not destroy the Ogre outright place a damage marker beside the Ogre.
A MkI is destroyed by three damage markers and MkII by four.

An attacker may always state that he is aiming at the tracks. In that case
the damage result is automatically considered to be 1 on the critical damage
table.

1 - 2: The shot takes out track units equal to the absolute value of the TSM
+ 1.
3: Secondary fire control destroyed. The Ogre may only fire half of its AP
weapon batteries for the rest of the game.
4: If MkI, Main battery is destroyed. If MkII, main battery is destroyed on
1-3 and both secondary batteries on 4-5.
5: Roll on Critical damage table.
6: Ammunition storage penetrated! The Ogre is reduced to a crater surrounded
by debris of various sizes.

Critical damage table
1-2: The shot hits a weak spot in track guards and takes out twice the
amount of track units it normally would.
3: Secondary batteries and AP batteries are destroyed. If MkI the result is
the same as below.
4: Primary battery and AP batteries are destroyed.
5-6: The shot penetrates the main CPU area, shreds registers and severs
databuses. From now on roll a d6 at the orders phase of each turn. On 4+ the
Ogre can move normally. On 1-3 it counts as having no orders (no move and
may only fire in the advance phase). The Ogre's CAF is halved.

Missile racks
If Ogre has missile racks, it may only fire as many missiles per turn as it
has missile racks. If all missile racks are destroyed the Ogre may no longer
fire missiles. However, all missiles save the ones currently inside the
racks are stored in heavily armored compartments and can't be destroyed. An
Ogre with unprotected missiles may fire as many of them as the player wishes
but if the missiles are hit it is more likely a catastrophic damage may
occur (see below).

Unprotected missile damage table: use the missile rack damage table in the
Heathen armylist.

Missile rack damage table
1-5: One missile rack destroyed, one missile destroyed as well.
6: One missile rack destroyed, one missile explodes, center barrage template
on Ogre and work out as if a missile hit dead center.

OGRE MK I
Move: 20cm
Save: 1+
CAF: +7
Weapons
1 Primary battery (see Heathen list)
4 AP batteries (see Heathen list)

OGRE MK IIIb
As MkIII, but has 4 missiles and 2 primary batteries.

FENCER
As MkIII, but has 4 missile racks (20 missiles total), 2 secondary batteries
and no primary batteries.

NINJA
Ninja is an experimental Ogre made for reconnaissance and infiltration. It
has the most sophisticated ECM/ECCM and jamming equipment in existence, so
even though it is as large as a small building all fire attacks against it
receive an extra -1 to-hit modifier and all direct barrages fired at it must
roll a scatter die as if fired indirectly.

Move: 25cm
Save: Damage template
CAF: +8
Weapons
1 Primary battery (see Heathen list)
2 Missile racks (6 missiles total)
2 Secondary batteries (see Heathen list)
8 AP batteries (see Heathen list)

DOPPELSOLDNER
Move: 20cm
Save: Damage template
CAF: +16
Weapons
2 Primary batteries (see Heathen list)
3 Missile racks (20 missiles total)
8 Secondary batteries (see Heathen list)
12 AP batteries (see Heathen list)

OGRE Mk VI
Move: 20cm
Save: Damage template
CAF: +16
Weapons
3 Primary batteries (see Heathen list)
2 Missile racks (20 missiles total)
6 Secondary batteries (see Heathen list)
16 AP batteries (see Heathen list)


Some flyers and AA vehicles would also be in order, and I would recommend
adding field repair Ogres.

Opinions? suggestions?

Jyrki Saari

-There is no such thing as free lunch because eating takes time and time is
money.
Received on Wed Nov 14 2001 - 11:24:54 UTC

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