Heathen Army List (aka Ogre!)

From: Daryl Lonnon <dlonnon_at_...>
Date: Thu, 11 Jan 2001 15:40:25 -0700 (MST)

Hello all,

Having recently purchases Ogre Deluxe, in a fit of madness I cranked
out a "Heathen" Army List. I looked at Tzeentch666's (?) Ogre
Army List from Incoming and thought it was a little over the top ...
so started from scratch using his as stuff as inspiration. It's
toned down quite a bit from his. Overall I tried to keep the same
"power levels" from the Ogre game while allowing some minor
variances (ie an Ogre's main battery is the same as a heavy tanks ...
but the Ogre's hits a little better).

I'm fairly sure the Ogre's are a little underpriced ...

Please feel free to comment!!!

This is best viewed with fixed sized fonts.
Right now it's in text, (and not word) since I thought it'd be
easier to comment on it in text format (in e-mail form).

DarylL

dlonnon_at_...

With that said ...

<html><head></head><body>
<pre>
The Heathen Worlds

NetEpic 4.0 Army List
Version 4.001

"For every world that basks within the light of the Emperorer's
glory, there exists another that has still not felt his warmth."
- Inquistor Mitious

There are many heathen worlds of man. Most exist in various states
of barbarism, but a few have progressed beyond that.

The Imperial Cult's official position is that heathen's should be
given a chance to convert prior to being put to the sword. Faced
with death or worship of the Emperor, most choose worship. But
a few still attempt to go their own way.

Of these, the dour Squats are the most famous. Less famous, although
no less resolute in the opposition of Imperial Missionaries, are
some of the other human powers. The Pan-Euro and Combine societies
of the Sargassos Cluster, the Coalition of Fringe Republics (NAC, ESU,
LLAR, etc.), and the Clan and Sphere Worlds to name a few.

This a living tome that list the forces available to these
lesser forces found in the world of NetEpic.

It is assumed that the player knows the background information
concerning the heathen force as well as the Epic
background. As such, only enough background is given so as to
bridge the two worlds (the rest is left as an exercise of the reader).

-------------------------------
Pan-European and Combine Forces
-------------------------------

(Pretty much everything in here is either copyrighted to Steve Jackson
Games or Games Workshop)

** BACKGROUND **
Sargassos Cluster

The Sargassos Cluster resides in the Kappa Sector of the Imperium of
Man. It was named by the Rogue Trader Tracius, who commanded
the first Imperial vessel to enter the what he later termed, the Sea
of Sargassos. The sea is a blob of space roughly 25 million cubic light
years in size, centered upon the Sargassos Cluster.

Warp space is weak within the sea. Ships may not enter
warp while within its confines. Ships also fall out of warp
shortly after entering the region. Depending on their speed
at time of entry, this may leave them stranded several light
years within the sea with no way out except by using non-warp
drives. Few ships have the supplies capable of making a
journey of such distance.

Due to the nature of the Sea of Sargassos and the vagarities of warp
storms, several Imperial vessels have been blown into sea over the
past few years. As such Imperial Navigators are required by code
3020-230 to keep a distance of not less than 100 ly from the current
borders of the Sea of Sargassos by order of the Imperial Navigators
Guild.

- Imperial Navigator Training Manual

---------------------------------------------
Special Rules for Combine Pan European Forces
---------------------------------------------

Advanced Targeting Computers

Not 100% sure about this ability.
Combine and Pan European forces use computers to aide them more
than normal epic forces. As such, they do not roll scatter dice
when firing on a large unit like a praterion or a titan. If
they hit, they hit what they aim at. Militia are the only
unit that do not have this ability.

Anti-Aircraft Ability

Due to their advance targeting, aircraft fare poorly versus
Combine/Pan-Euro forces. Any Combine/Pan-Euro force
that is on first fire orders and within 1/2 range of
a aircraft, may fire upon the aircraft as if it was a normal
unit (and may interrupt its movement if it enters 1/2 its range) with
a -1 penalty to hit (same as snapfire).

It is assumed that Militia are provided with cheap anti-aircraft
munitions ... so also have this ability.

Anti-Artillery Ability

All Combine/Pan-Euro Artillery forces are capable of trajectory
analysis, allowing them to back track
shells to the launching site. As such, any artillery which
has already fired that turn can be fired upon with a deviation
of only 1d6 inches.

Anti-Personnel Weapons

The Anti-Peronnel Weapons takes the place of Bolters found in
normal NetEpic units. They should be treated as Bolters in all
but name (and accuracy). In particular, they may fire as bolters
do with regards to charges against vehicles.

Lack of Psychics

Combine and Pan Europeans do not have the equivalent of the
sheltering presence of Emperor or Squat Ancestors. They are
ill prepared for the effects of warp on the battlefield, as
such any morale test they need to take caused by a
a non physical psychic attack/effect is made at a +1. Ogres
are not subject to this rule.

GEV

Combine and Pan European Ground Effect Vehicles are able to
make and fire while moving at full speed. As such they
may fire (similiar to snap-fire) during the movement phase even if
they don't have a first fire orders (even in the middle of
their movement and against stationary targets). They must,
however, expend at least 1/2 their movement prior to firing.
In addition, they receive a -1 to hit if on advance orders, -2 if on
charge orders.

** BACKGROUND **
503rd day since launch -
Cyrogenics Check - 100%
Engines Check - 100% (Thrust Rating 0.1 g)
Reactor Check - 99.95%
Hull Integrity - 100%
Notes:
Transmissions from Earth fading, soon will reach undetectable range.
Founding of The United Earth, as per colonist instructions, proceedings
and celebrations taped for historical purposes.

607th day since launch -
Cyrongenic Check - 35% (damage to bays C,D,E)
Engines Check - 50% (intermitent Thrust of 0.05 g)
Reactor Check - 90%
Hull Integrity - 20%
Notes:
Stars have shifted immensely since last systems check. Determined no
fault in diagnostic system. Damage is indicative of multiple asteroid
strikes. Reactor mass loss indictative of a period of roughly ~500
years have passed since last diagnostic check. Indications suggest
intermittent computer failure.

1103rd day sin_at_#$%@!%@

1106th day since launch -
Cyrogenic Check - 25% (damage to bays C,D,E, A pods 2-5, G pods 5-12)
Engines Check - 0% (coasting)
Reactor Check - 20%
Hull Integrity - 19%
Notes:
Star shift has occured again since last report.
Have halted vessel within astronomical cluster (unknown). Automatics
have determined the possiblity of habitable planets within current
solar system. Awakening command teams from remaining pods to aide
in determining habitability of planets found.

1st day since awakening -
This is Melissa Aldman, Ecological Science Head. I've taken down the
main computer ... it's shot anyways. Running everything off of
automatics. Started de-freezing the remaining colonists. It
appears the ship was hit by an asteriod swarm shortly after losing
contact with earth.

It has no idea how long we were in those freezers, and neither do I.
But, by looking outside, it was a long time.

Given the shape of the vessel, I don't think we can trust it
for any long voyages. I hope those planets are as good as they
look.

God have mercy on us.

104th day since awakening -
Things are going so well on board.

Both of our groups left Earth before unification. It seemed like a
good idea at the time. Neither the Euro Unionists nor our
Reformists wanted to belong in the "New World Order". And by pooling
our resources, we could get the hell out. But it's not working.
Theological and cultural differences. Can't really lay all the
blame those socialist bastards anyways, but they could be a little
less condecending on religious topics.

We've decided to split up. Lucky for us, there appears to be
two habitable planets in system. Even luckier for us Reformists,
there's more of us, we'll be keeping the ship.

  - Mellisa Aldman, Temporary Captain of the Flying Dutchman

-- Excerpts from the Flying Dutchman's Log

---------------
Troop Selection
---------------
Overall I tried to keep to Official Ogre troops types.

--------
Infantry
--------
Militia (Unarmored)
These are the equivalent of Imperial Guard Tacticals, and are
used in the same manner ... to hold the line.
Models: IG Tactical Stands, or any 6mm infantry.

Militia
Move: 10cm
Save: -
CAF: +0
Range: 50cm
Attack Dice: 1
Roll To Hit: 5+
TSM: 0
Notes: Infantry

Powered Infantry
Equiped and armed for the NBC (Nuclear, Biological, & Chemical)
battlefield these are the bulk of the Combine/PanEuro forces. They
are the equivalent of Terminators in armor, although lack the
fanaticism of the Marines.
Models: 1-3 Ogre infantry models on a Ogre infantry base.

Powered Infantry
Move: 15cm
Save: 5+ (modifiable to 6+ but no further)
CAF: +1
Range: 50cm
Attack Dice: 1
Roll To Hit: 5+
TSM: -1
Notes: Infantry

--------
Specials
--------
Command Post -
The command post is treated as a infantry bunker placed inside
the Pan-European/Combine deployment zone. It is considered
an addition objective marker which starts in the hands of the
Combine/Pan-Europeans.

As long as the Command Post has not been captured or destroyed.
All Pan-European/Combine forces may act as spotters (except Militia)
for Pan-European/Combine Artillery (scatter is reduced to 1d6 inches).

--------
Vehicles
--------
Light GEV
First used by the Pan Euro's, this is a fast attack craft now used by both
armies. Best described a a fighter plane which skims along the nape
of the Earth.

Move: 35cm
Save: 6+
CAF: +1
Weapon: Light Cannon
Range: 50 cm
Attack Dice: 1
Roll To Hit: 5+
TSM: -1
Notes: Turret,
Notes: Skimmer (cannot pop-up), GEV

GEV
The GEV is the most common fast attack craft of Pan Euro and Combine
forces. Its range suffers slightly due to the instability of the
firing platform.

Move: 30cm
Save: 4+
CAF: +1

Weapon: Light Cannon
Range: 50 cm
Attack Dice: 1
Roll To Hit: 5+
TSM: -2
Notes: Turret

Weapon: Anti-personnel
Range: 15cm
Attack Dice: 1
Roll To Hit: 4+
TSM: 0

Notes: Skimmer (cannot pop-up), GEV

GEV Personnel Carrier (GEV-PC)
Built to get their troops in quickly, this craft can carry 3 stands
of Militia or 2 stands of Powered Infantry.

Move: 30cm
Save: 5+
CAF: +0
Weapon: Anti-personnel
Range: 15cm
Attack Dice: 1
Roll To Hit: 4+
TSM: 0
Notes: May carry 2 Powered Infantry Stands or 3 Militia Stands,
Skimmer (cannot pop-up), GEV

Hover Truck
Not quite as fast a a GEV Personnel Carrier, but easier to build
and often used as the transport of choice for moving militia.

Move: 20cm
Save: 6+
CAF: +0
Notes: May carry 2 Militia Stands or 1 Powered Infantry Stand, Skimmer
(cannot pop-up)

Light Tank
The light tank is mostly used to defend the flanks of the army.

Move: 25cm
Save: 3+
CAF: +2
Weapon: Medium Cannon
Range: 75cm
Attack Dice: 1
Roll To Hit: 5+
TSM: -2
Notes: Turret

Weapon: Anti-personnel
Range: 15cm
Attack Dice: 1
Roll To Hit: 4+
TSM: 0
Notes: Acts as Bolter.

Heavy Tank
The MBT of both the Pan-Euro and Combine forces. These tanks
are more than a match for a Leman Russ.

Move: 20cm
Save: 2+
CAF: +3

Weapon: Heavy Cannon
Range: 75cm
Attack Dice: 2
Roll To Hit: 4+
TSM: -2
Notes: Turret

Weapon: Anti-personnel
Range: 15cm
Attack Dice: 2
Roll To Hit: 4+
TSM: 0
Notes: Acts as Bolter.

Super Heavy Tank
The largest of the human piloted tanks, it was these chasis that
first housed the intelligences of the Ogres.

Move: 20cm
Save: 1+
CAF: +4

Weapon: Heavy Cannon
Range: 75cm
Attack Dice: 2
Roll To Hit: 4+
TSM: -3
Notes: Turret

Weapon: Anti-personnel
Range: 15cm
Attack Dice: 4
Roll To Hit: 4+
TSM: 0
Notes: Acts as Bolter.

OPTIONAL
Super Heavy Damage Table
1-2 Track Hit Movement is reduced to 10cm (if 2nd track hit, movement
     reduced to 0 cm).
3 Secondary Hit, AP weapons destroyed (CAF is reduced to +2).
4 Primary Hit, Primary Weapon (Heavy Cannon) is destroyed.
5-6 Super Heavy is destroyed

** BACKGROUND **
Hostiles presences determined. Debarked on surface of 2nd planet in
system 392-323, 5.45302 hours ago. Unable to raise Combine
forward scout post. Came under attack 54 minutes 23.453 seconds after
debarkation. Probabilty 2.54% of Pan Euro forces. 5.34% of
insurrection. 92.12% of unknown forces. Came under attack
10.32 seconds ago by forces bearing resemblance to Reformist
Religious literature. Destroyed those forces 2.332 seconds ago,
after having right forward tread destroyed. Temporary offensive
rating of 0.32 assigned to forces of that nature. I wonder
if it's the end of the world!?!? Probability <undetermined>
... no matter, I have a mission to perform.

-- Taken from the Logs of "A Time to Kill", Combine Ogre Mk III.
   Occured on Myers World, later determined first Combine outpost
   outside of Warp Barriers.

---------------------------
Artillery and Anti-Aircraft
---------------------------
Mobile Howitzer
A mobile automatic howitzer with a rate of fire greater than that
of a Basilisk.

Move: 10cm
Save: 5+
CAF: 0
Weapon: Howitzer
Range: 150cm
Attack Dice: 9BPs
Roll To Hit: -
TSM: -2
Notes: May fire 9 Barrage Points (may place barrages in 3 3BP if
using open sheaf barrages).

Howitzer
My oh my, that's a big gun.

Move: -
Save: 5+
CAF: 0
Weapon: Big Howitzer
Range: 150cm
Attack Dice: 9BPs
Roll to Hit: -
TSM: -2
Notes: May fire 9 Barrage Points (may place barrages in 3 3BP if
using open sheaf barrages)

Missile Tank
The equivalent of the whirlwind.
Move: 20cm
Save: 5+
CAF: 0
Weapon: Missile Launcher
Range: 150cm
Attack Dice: 5BP's
Roll To Hit: -
TSM: 0
Notes: Fires Barrage (may place barrages in 5 1BP if using open
sheaf barrages) (or any combination of 5 BP's).

Missile Crawler
The equivalent of the Deathstrike. Armed with tactical nuclear
warheads. The following rules apply to them:

1. They can only be fired on First Fire orders.
2. After being fired, the missile moves upto 50cm in each flyers phase
3. The missile has enough fuel for 4 turns, after which it crashes.
4. The missile may select any target at any point during it's movement.
5. Due to their speed only AA guns may target the missile and incur a
   -2 penalty to hit (see anti-flyer ability of Combine/Pan-Euro
   forces). If shot down, roll a d6. On a 5-6 the weapon
   explodes at the position it was shot down.
6. These are one shot weapons, each crawler has one shot.

When a tactical nuclear missile hits, lay a barrage template,
everything under the template take 1d6 hits with a TSM of -4,
in addition the shockwave affects a region represented by the
12cm GutBuster template. Anything even partially under the template
suffers a hit on a 3+ on a D6, ignoring modifiers for cover. Any
saving throw will be taken with a -1 modifier. This bomb DOES effect
buildings.

Move: 10cm
Save: 6+
CAF: 0
Weapons: None
Notes: Fire Missiles, Special Rules.

-- I'm not 100% sure about these --
Lasers
An anti-aircraft weapon that can make short work of ground units
as well.

Move: 0cm
Save: 4+
CAF: 0
Weapons: Laser Cannon
Range: Unlimited
Attack Dice: 3
To Hit: 3+
TSM: -2
Notes: May fire on Aircraft with no penalty. Always has FF orders.

Laser Towers
It's increased height allows for better spotting of targets.

Move: 0cm
Save: 4+
CAF: 0
Weapons: Laser Cannon
Range: Unlimited
Attack Dice: 3
To Hit: 2+
TSM: -2
Notes: May fire on Aircraft with no penalty. Always has FF orders.

** BACKGROUND **

"Hark! Brothers of the Mechanist Guild, Come forth and listen!
I bring a message from the Machine God. Look about you! I ask you,
have we bettered his works? What have we built that is truly new!?!?
Yes, we have maintained much of what our ancestors built, but is
that enough for the Machine God. Should not his works grow greater
by the year? Have we lost our way? I submit to you that we
have! For I have walked upon the worlds and seen the wonders
of the people who live within the Sargassos Cluster. Heathens and
Pagans the Imperial Cult calls them ... but I have come to
realize that they are the true People of the Machine God ... for
he has blessed them with knowledge and artificery beyond those
of our people. But mostly, I call them the People of the Machine
God since he has blessed them with Avatars of Himself.

I say we must go to them, and learn from them..."

- Executed Heretic 3,302,402 (Meade's World)

----------------
Specials (Ogres)
----------------

Special Rules
-------------

Ogre Victroy Points

Due to the fact that Ogre's are extremely tough to kill, they
give up 1/2 their VP when their treads are destroyed, and another
1/2 their VP when all their weapons have been destroyed.

Ogre Sentience

Ogres never check for morale. They are also immune to
all non-physical psychic attacks/effects, given the fact that they
do not appear as a warp based entity at all.

Ogre's are treated as command models. Always moving as if charging
and firing as if on first fire. Note: movement has NOT been
doubled.

Point Cost

Ogres of a type/variant are always armed the same, as such have
constant point cost. Chasis cost is assumed to be equal to the
Mark size multiplied by 100 (Mark II = 2 * 100 = 200).

Ogre Maneuvability

Ogres are fairly mobile, and may turn as many times as they
please.

Ogre Weapon Arcs

Ogre Missiles and Anti-Personnel weapons have a 360 degree arc
of fire. Secondary Batteries have a 180 degree arc to either side,
Primary Batteries fire 180 degrees to the front.

Due to the way Ogre Anti-Personnel weapons are mounted, they may
fire at troops in CC with them, even after the initial charge (in
the FF segment).

Ogre Sizes

Ogre Sizes are as follows:
Mark 1-2 == Super Heavy/Knight
Mark 3-5 == Titan
Mark 6-7 == Imperator Titan

Ramming and Overunning

Ogres may overrun smaller units during movement, although
this may damage treads. They may also ram same size or larger
units during movement (the difference being they can move through/over
smaller units, but must stop when hitting a equal or greater sized
unit).

An Ogre which rams a non-titan/praetorian sized unit causes one automatic hit.
The Ogre, in return, takes one automatic hit to a non-destroyed tread (Ogre
player may pick).

If the target is a titan or a praetorian, each square on the lowest
portion of that face takes one automatic hit, and the Ogre takes hits
to both front (or rear) treads (and will be pinned).

The following save modifiers are applied to the TSM. The first
is the rammed TSM, the second is the Ogres.
                       Mark 1-2 Mark 3-5 Mark 6-7
Infantry/Cavalry/Bikes -3/-1 -3/0 -4/+1
Vehicles -2/-2 -3/-1 -3/0
Super Heavies/Knights -2/-2 -2/-2 -3/-1
Titans -1/-3 -2/-2 -2/-2
Imperators/Mega 0/-3 -1/-3 -2/-2

All infantry and cavalry recieve at least a 5+ saving throw.

Ramming ignores shields.

If an Ogre is in Close Combat and not pinned, he may choose
to overrun his way out of Close Combat, All stands in base
to base contact are hit by an overrun attack while the Ogre
moves away.

Ogre Damage (Mark III+)

Large Ogre's take damage like Praetorians. And suffer infantry
charges like praetorians as well (see notes on AP above though).

Note: It's relatively easy to remember how many Titan weapons
have been destroyed (they usually have about 4), but Ogres
can have upto 15, as such I've kept Steve Jackson's marking off
system. The only exception to this is treads (which should be kept
track of seperately), but still use a marking off system. So the
front left tread is kept track of seperately from the other
treads (and vice versa).

Tread Damage (Mark III+)

When a tread is hit by a weapon, it damages a certain number of
tread points. The number of points taken is equal to the
absolute value of the TSM + 1. So a weapon with a -2 TSM, if
it hits a tread does 3 tread points. This is also true of damage
done to Ogre's treads due to ramming (See above chart for TSM of
ramming attacks).

If a tread is damaged in Close Combat (the only component reachable
by non-jump packed equipped troops) the amount of tread damage is
equal to the (CAF / 2) + 1 of the attacking troops. So a CAF of 5
would due 4 tread points of damage.

Self-Destruct (optional)

Ogres are capable of self-destructing, treat as a tactical nuke
landing on the Ogres conning tower (see missile crawler for
tac nuke effects). This is done during the FF segment of combat.
The Ogre is then considered destroyed.

Ogre Weapons

Primary Battery:
This is the same weapon found on the Heavy and Super Tanks,
although Ogre's are more accurate with it.

Weapon: Primary Battery
Range: 75cm
Attack Dice: 2
Roll To Hit: 3+
TSM: -3
Notes:

Secondary Battery:
This is the same weapon found on GEVs, although Ogres are
more accurate with it.

Weapon: Secondary Battery
Range: 50cm
Attack Dice: 1
Roll To Hit: 4+
TSM: -2
Notes:

Anti-Peronnel:
These are slightly better AP weapons than those found on
other PanEuro/Combine vehicles, due to the Ogre's better
abiltity to use them.

Weapon: Anti-Personnel
Range: 15cm
Attack Dice: 2
Roll To Hit: 4+
TSM: 0
Notes: Treat as a Bolter with regards to Infantry charges.

Missiles:

Weapon: Ogre Missiles
Range: 150cm
Attack Dice: 12 BP
Roll To Hit: -
TSM: -3
Notes: All barrages are place in the same location.

Ogre Mk I
The smallest of the Ogres, built into a superheavy tank. Treat
as a superheavy with regard to damage and has Ogre abilities.

Move: 20cm
Save: 1+
CAF: +6
Weapons: 1 Main Battery (Front), 4 Anti-Personnel
Notes: Ogre Abilities, Super Heavy.

OPTIONAL
Ogre Mark I Damage Table
1-2 Track Hit Movement is reduced to 10cm (if 2nd track hit, movement
     reduced to 0 cm).
3-4 AP Hit, 2 AP weapons destroyed (CAF is reduced by 2).
5 Primary Hit, Primary Battery is destroyed, a second primary
     battery destroyed result, results in a destroyed Ogre.
6 Ogre Mark I is destroyed

Ogre Mk II
This is the 2nd smallest of the Ogres, it should be a treated as
a superheavy tank as well.

Move: 20cm
Save: 0+
CAF: +8
Weapons: 1 Main Battery (Front), 2 Secondary Batteries (1 Left, 1 Right),
6 Anti-Personnel
Notes: Ogre Abilities, Super Heavy.

OPTIONAL
Ogre Mark II Damage Table
1-2 Track Hit Movement is reduced to 10cm (if 2nd track hit, movement
     reduced to 0 cm).
3 AP Hit, 2 AP weapons destroyed (CAF is reduced by 2).
4 Secondary Hit, One Secondary Battery is destroyed.
5 Primary Hit, Primary Battery is destroyed, a second
     primary battery destroyed result, results ina destroyed
     Ogre.
6 Ogre Mark II is destroyed

Ogre Mk III
The most common Ogre found on the battlefield, this brute is the
equivalent of a small titan found in other forces. It's staying power
is formidable, and it's often easier to destroy all it's
weapons or treads than it is to actually destroy the machine.

Move: 20cm
Save: See Damage Chart
CAF: +10
Weapons: 1 Primary Cannon (Front)
         4 Secondary Cannons (2 Left, 2 Right)
         8 Anti-Personel Weapons
         2 Missiles (one shot a piece)
4 Treads (Front Left, Front Right, Rear Left, Rear Right).
  Each have 12 tread units, loss of a tread reduces movement by
  7.5 cm.

Notes: Ogre Abilities.

(r)Front(l)
----------
| | 5| |
| |0+| |
----------
| 6| 4| 6|
|1+|0+|1+|
----------
| 3| 3| 3|
|3+|3+|3+|
----------
| 1| |1 |
|2+| |2+|
----------

Left Side (Front <-)
----------------------
| | | | 5| | | |
| | | |0+| | | |
----------------------
| | | 4| 6| 6| | |
| | |0+|1+|1+| | |
----------------------
| | 3| 3| 3| 3| 7| |
| |3+|3+|3+|3+|1+| |
----------------------
| 1| 1| 1| | 1| 1| 1|
|2+|2+|2+| |2+|2+|2+|
----------------------

Right Side (Front ->)
----------------------
| | | | 5| | | |
| | | |0+| | | |
----------------------
| | | 6| 6| 4| | |
| | |1+|1+|0+| | |
----------------------
| | 7| 3| 3| 3| 3| |
| |1+|3+|3+|3+|3+| |
----------------------
| 1| 1| 1| | 1| 1| 1|
|2+|2+|2+| |2+|2+|2+|
----------------------

(l)Rear (r)
----------
| | 5| |
| |0+| |
----------
| 6| 5| 6|
|1+|0+|1+|
----------
| 3| 7| 3|
|3+|1+|3+|
----------
| 1| |1 |
|2+| |2+|
----------

1. Treads
3. Anti-Personnel
2. Missile Rack
4. Main Cannon
5. Conning Tower
6. Secondary Cannon
7. Missile Tube

Tread Damage Table
1+ Tread is damaged, remove abs(weapon's TSM) + 1 in tread points or
    (CAF / 2 round up) + 1 in tread points.

Anti-Personnel
1+ One AP destroyed.

Main Battery
1-3 One battery is damaged, One battery has a -1 to hit until end of
    game. If damaged again one battery is destroyed.
4-5 One battery destroyed
6+ One battery destroyed, Flashback 1-4 no effect, 5 to cybernetic core, 6
    to reactor.

Secondary Battery
1-3 One Secondary Battery is damaged, One battery has a -1 to hit until
    repaired. If a Secondary battery is damaged again, one battery is
    destroyed.
5-6 One Secondary Battery Destroyed
7+ One Secondary Battery Destroyed,
    Flashback occurs 1-4 no effect, 5 to cybernetic core, 6
    to reactor.

Conning Tower
1-4 Conning Tower Damaged, no real effect on game.
5-6 Conning Tower Destroyed, no real effect on game.
7+ Conning Tower Destroyed, Flashback 1-4 no effect, 5 cybernetic
    core, 6 to Reactor

Missile Tube
1-4 One missile destroyed.
5+ One missile explodes, center barrage template on Ogre and work out
    damage as if a Missile hit dead center.

Missile Rack
1-3 One missile rack destroyed, one missile destroyed as well.
4-5 One missile rack destroyed, 1d6 missiles destroyed.
6+ One missile rack destoryed, one missile explodes, center
    barrage template on Ogre and work out as if a missile hit dead
    center.

Reactor Damage
1-3 Core Damaged, 1/2 CAF and Movement unit repaired.
4-5 Reactor brought off line. May not move or fire until repaired.
6+ Reactor breached, explodes as per Ogre Self Destruct Rule.

Cybernetic Damage
1-3 Heating occuring, 1/2 CAF and may only move or fire if you first
    roll a 3+ on a 1d6 for this turn.
4-5 Overheating, 1/2 CAF and may only move or fire if you first roll
    a 5+ on a 1d6 until repaired.
6+ Cybernetics breached, Titan is destroyed and halts where it stands.

Repairs: Items which need to be repaired are repaired on a 4+ on d6 at
the end of the turn.

Ogre Mk IV
This is a variation on the Mark III, including more missiles and
more treads for quicker movement. Nicknamed: The Fencer.

Move: 30cm
CAF: +10
Weapons: 1 Main Battery
         2 Secondary Battery
         8 Antipersonnel
         3 Missile Racks (with 15 total missiles) (each rack may fire 1
           missile a turn)
6 Treads 12 Tread Units Each, 7.5cm movement reduction each tread
  destroyed.

(r)Front(l)
----------
| | 5| |
| |0+| |
----------
| 6| 4| 6|
|1+|0+|1+|
----------
| 3| 3| 3|
|3+|3+|3+|
----------
| 1| |1 |
|2+| |2+|
----------

Left Side (Front <-)
-------------------------
| | | | 5| | | | |
| | | |0+| | | | |
-------------------------
| | | 4| 3| 6| | | |
| | |0+|3+|1+| | | |
-------------------------
| | 3| 3| 3| 3| 2| 2| |
| |3+|3+|3+|3+|0+|0+| |
-------------------------
| 1| 1| | 1| 1| | 1| 1|
|2+|2+| |2+|2+| |2+|2+|
-------------------------

Right Side (Front ->)
-------------------------
| | | | | 5| | | |
| | | | |0+| | | |
-------------------------
| | | | 6| 3| 4| | |
| | | |1+|2+|0+| | |
-------------------------
| | 2| 2| 3| 3| 3| 3| |
| |0+|0+|3+|3+|3+|3+| |
-------------------------
| 1| 1| | 1| 1| | 1| 1|
|2+|2+| |2+|2+| |2+|2+|
-------------------------

(l)Rear (r)
----------
| | 5| |
| |0+| |
----------
| 6| 5| 6|
|1+|0+|1+|
----------
| 2| 2| 2|
|0+|0+|0+|
----------
| 1| |1 |
|2+| |2+|
----------

Use the same damage tables as the Mark III

Ogre Mk V
The largest Ogre to be mass produced. Few can stand in it's path.
It's the equivalent of a large titan found in other forces.

Move: 20cm
CAF: +14
Weapons: 2 Primary Battery
         6 Secondary Battery
         12 Anti-Personnel Weapons
         6 Missiles (one shot missiles, may fire all in one turn)
6 Treads 12 Tread Units Each, 5cm movement reduction each tread
  destroyed.

(r)Front(l)
----------------
| | | 5| | |
| | |0+| | |
----------------
| 6| 4| 3| 4| 6|
|1+|0+|3+|0+|1+|
---------------
| 3| 3| 3| 3| 3|
|3+|3+|3+|3+|3+|
----------------
| 1| 1| |1 |1 |
|2+|2+| |2+|2+|
----------------
Left Side (Front <-)
-------------------------
| | | | 5| | | | |
| | | |0+| | | | |
-------------------------
| | | 4| 6| 6| 6| | |
| | |0+|1+|1+|1+| | |
-------------------------
| | 3| 3| 3| 3| 7| 7| 7|
| |3+|3+|3+|3+|1+|1+|1+|
-------------------------
| 1| 1| | 1| 1| | 1| 1|
|2+|2+| |2+|2+| |2+|2+|
-------------------------
Right Side (Front ->)
-------------------------
| | | | | 5| | | |
| | | | |0+| | | |
-------------------------
| | | 6| 6| 6| 4| | |
| | |1+|1+|1+|0+| | |
-------------------------
| 7| 7| 7| 3| 3| 3| 3| |
|1+|1+|1+|3+|3+|3+|3+| |
-------------------------
| 1| 1| | 1| 1| | 1| 1|
|2+|2+| |2+|2+| |2+|2+|
-------------------------
(l)Rear (r)
----------------
| | | 5| | |
| | |0+| | |
----------------
| | 6| 5| 6| |
| |1+|0+|1+| |
----------------
| 3| 2| 2| 2| 3|
|3+|1+|1+|1+|3+|
----------------
| 1| 1| |1 |1 |
|2+|2+| |2+|2+|
----------------

Use the same damage tables as the Mark III

Ogre Mk VI
Ogre Mk VII
These two Ogres are rumored to be in prototype. They would be
the equivalent of largest Titans and Gargants found in other forces.
No stats are given for them since I'm lazy, and can't find them.

** BACKGROUND **

"My fellow scientists, I have a unique view of things. I don't
say this to chastise or embarrass you, but rather to explain the
nature of my ramblings.

I don't have the expertise of Doctor Ryman, and how he
likened The Warp to a blanket covering our normal space.
Nor would I have been able to determine how the
ancient artifacts found throughout our cluster pushes
that blanket up and away from our reality as Professor Aigman
was able. It would've taken me years of work to find the
discrepencies between Warp Mechanics and 2nd and 3rd Order Quantum Physics
found by my colleage Aldman, or to show that the two cannot
exist in the same Universe ... and to make the brillant conclusion
that by necessity The Warp was an artifical construct.

But what I do know is societies ... and I like to think I have
just enough background in Warp Mechanics AND 3rd Order Quantum
Physics, which our technology is based on, to draw some preliminary
conclusions about our recently discovered neighbors.

All of the technology we have so far aquired from our neighbors,
has utilized what we've termed Warp Mechanics. It's a wonderful
shortcut, giving them the ability to build and maintain machines
much beyond their abilities. Unfortunately, this shortcut leads
down a deadend.

Not just a technological deadend, but an intellectual deadend.
By underpinning their science with the principals learned in
Warp Mechanics, they have cut themselves off from the much more
difficult, and subsequently rewarding, possibilities of 2nd and
3rd Order Quantum Physics. This, as much as their repressive
governments, has led them to technological and cultural stagnation.

What is disheartening, however, is that since discovering
Warp Mechanics, I have noticed a trend to use its'
principals in more and more of our academic papers. I urge my
collective colleages to avoid using this crutch ... or we might
follow our neighbors into stagnation."

-- Preamble given by Jozef Mykers (PhD Sociology, PhD Quantum Physics,
   Masters of Warp Mechanics) to the Conference on Advanced Physics
   at the University of New Aldberg.

--------------------------
Army Cards and Composition
--------------------------
I'm going to try to make these so that they map to boxed sets put out
by Steve Jackson games.

Name Contents BP Morale VP Cost
Light Militia 2 Detachement 6 4 3 250
               (6 Milita per Detachment)

Light Infantry 2 Detachements 6 3 5 450
               (6 Powered per Detachment)

Mechanized 2 Detachments of Milita 9 4 4 350
Milita (6 Militia, 3 Hovertrucks)

Mechanized 2 Detachments 9 3 7 650
Infantry (6 Powered, 3 GEV-PC)

GEV Recon 2 Squadrons (4 LGEV) 8 3 8 750
               2 Squadrons (4 GEV)

Missile Tank 4 Batteries 4 3 4 400
Platoon (2 Missile Tanks)

Heavy Armor 2 Squadrons 4 3 9 900
Company (3 Hvy Armor, 1 SuperHvy)

Ogre Brigade 3 Ogres - - (per Ogre) (Total
                                                               of
                                                               Ogres;
                                                               minus
                                                               100 *
                                                               smallest
                                                               Ogre
                                                               Mark
                                                               Value)

Specials
Name Contents BP Morale VP Cost

Ogre Mk I 1 Ogre Mark I - - 3 250

Ogre Mk II 1 Ogre Mark II - - 5 450

Ogre Mk III 1 Ogre Mark III - - 6 600

Ogre Mk IV 1 Ogre Mark IV - - 8 800

Ogre Mk V 1 Ogre Mark V - - 10 1000

Command Post 1 Command Post - - - (free;
                                                              1 per
                                                              army)


Support Cards
Name Contents BP Morale VP Cost
Militia Detach 6 Militia 3 4 1 100

Powered Detach 6 Powered Infantry 3 3 2 200

Hovertrucks 3 Hovertrucks 1 4 1 50

GEV PC 3 GEV PC 2 3 1 100

LGEV Squadron 4 LGEV 2 3 2 150

GEV Squadron 4 GEV 2 3 2 200

Light Tanks 4 Light Tanks 2 3 2 200
Squadron

Heavy Tank 3 Heavy 1 SHVY Tanks 2 3 5 450
Squadron

Heavy Tank 4 Heavy 2 3 5 400
Reinforcement

Howitzer 1 Howitzer 0 3 3 100

Mobile Howitz 1 Mobile Howitzers 0 3 3 150

Missile Bat. 1 Missle Tank Battery - 3 2 100
                 (2 Missile Tanks)

Nuke Battery 1 Missile Crawlers - 3 3 100

Laser 1 Laser - 3 1 100

Laser Tower 1 Laser Tower - 3 2 150

Super Heavy 1 Super Heavy Tank - 3 1 100

----------------------------------------
Example Ogre Army (from Ogre Deluxe Box)
----------------------------------------
Army Cards
1 Light Infantry Battalion (12 Powered Infantry) 450
  (requires 2 proxy stands)

Support Cards
1 Heavy Tank Reinforcement 400
1 GEV Squadron 200
1 Howitzer 100
2 Missile Tank Batteries 200

Specials
1 Ogre Mk III 600
                                           Total 1950
</pre>
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Received on Thu Jan 11 2001 - 22:40:25 UTC

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