--------------------GEV List Thingy, March 27th-------------------- From: Kerry Harrison Subject: OGRE Naval Rules (1st Draft) To: Henry Cobb This is a very rough 1st draft of some OGRE naval combat rules, several changes have alrady be proposed and will be implemented in the next draft (mainly concerning getting the Ogre back into the game and instead of a big ship game concentraiting on GEVs, WIGs, and other small vessels to keep unit size in parity with the rest of OGRE Miniatures), I'm posting it to the list for futher comments. - Kerry === SHIPS Ships Size 10 or larger are treated similar to Ogres (closer to Chinese Landship actually) in that each weapon system is targeted and destroyed separately but are affected by D results in combat. Ship hulls are targeted like Ogre thread units, with each attack being at 1 to 1 odds. The damage done to the hull integrity is equal to the strength of the attacking weapon and reduces the ship's speed. This reflects both the damage to the ship's hull and drive systems and the drag and intake of water. Once all of its hull integrity is lost, the ship immediately sinks. A sunken ship is incapable of further action. All ships with a movement type of SEA (RIV vessels are considered to be flatbottom or no draft to speak of) have either a shallow or deep draft. Ships with a shallow draft cannot approach closer than 1" to any land, stream or swamp. Ships with a deep draft cannot approach closer than 2" to any land, stream or swamp. NAVAL WEAPONS Naval Guns are railguns that fire smart missiles similar to the Howitzer or Missile Tank. They can attack underwater targets at half strength. Light Naval Gun - Attack: 4, Range: 10", Defense: 2 Medium Naval Gun - Attack: 4, Range: 12", Defense: 2 Heavy Naval Gun - Attack: 6, Range: 14", Defense: 3 Superheavy Naval Gun - Attack: 6, Range: 16", Defense: 4 Torpedoes are underwater missiles, they can only be used against targets in water terrain, they can only attack the hulls on ships. When used against ships they attack at 2 to 1 odds and have a 1 in 6 chance of doing double damage on a XX result. On ships they are usually mounted externally, but may be launched via tubes, subs always launch them via tubes. They attack underwater targets at full strength and GEVs at half strength. Torpedo - Attack: 6, Range: 8", Defense: 3 Torpedo Tube - Attack: n/a, Range: n/a, Defense: 4 Depth Charges are underwater bombs dropped by either GEVs or ships when they pass over a submerged unit during movement. This attack is immediately resolved. To determine the strength of the attack, roll a die. The sesult is the attack strength of the depth charge, representing how far from the target the depth charge detonated- the lower the number the farther away. If attacking an Ogre, the firing player may chose the system to be attacked, depth charges can only attack a submarine's hull, but do so at it's rolled attack value to 1 not at 1 to 1 odds, they do their attack value in damage. Depth charge attacks may not be combined with any other attacks, if a ship drops multiple charges each one is resolve seperately. Depth Charges launchers allow the launching of 1 depth charge per launcher from a central magazine. Depth Charge - Attack: *, Range: *, Defense: 1 (* see above) Depth Charge Launcher - Attack: n/a, Range: n/a, Defense: 3 Naval Missiles are naval version of the Ogre Missile, smaller warhead but longer range. Missiles are either mounted externally on ships, launched via missile launcher or vertical launch system (VLS). They can attack underwater targets at half strength. A Missile Launcher is the naval version of an Ogre Missile Rack. A Missile VLS system allows the launching of all missiles in it's magazine at once. Submarines may only use VLS systems. Naval Missile - Attack: 4, Range: 20", Defense: 2 Missile Launcher - Attack: n/a, Range: n/a, Defense: 4 Missile Vertical Launch System - Attack: n/a, Ranger: n/a, Defense: 4 Cruise Missiles - as per normal rules. Externally mounted cruise missiles have a defense of 2, cruise missiles mounted in internal bays have a defense of 4. AP Batteries - same as Ogre AP. Antipersonnel Battery - Attack: 1, Range: 2", Defense: 1 Possible Others Laser Turret Laser Tower Jamscreen Radar Anti-Cruise Missile System Anti-Satellite (ASAT) Missile Fire and Forget Satelites OTHER NAVAL UNITS (treated similar to standard armor units) Marines GEVs (maybe a few newer models designed for naval warfare River Patrol Boats Coastal Defense Boats TERRAIN Water - no major changes. Except to add the possibility (option) or storms. Movement Modes and Terrain Effects RIV - River This classification is for all waterborne vehicles of size 9 or small. These units travel normally across water, but are prohibited from entering any other type of terrain (except streams). These units have a limited ability to move through streams. Units size 3 or smaller move normally. Units size 4 or greater have their movement halved, and each unit most roll a die immediately upon entering the stream, and again at the beginning of each turn the unit remains in the stream. On a 1 or 2 it is immediately and permanently stuck. If their is Ice terrain above the water, units size 7 and larger may act as icebreakers, and clear a pathway through the ice at half their movement rate. If a bridge crosses a river, the particular scenarios will dicatate whether or not a seagoing vessel may pass underneath it. SEA - Seagoing This classification is for all waterborne vehicles of size 10 or greater. These units travel normally across water but are prohibited from entering any other type of terrain. All vessels with this movement mode have either a shallow or deep draft. Ships with a shallow draft cannot approach closer than 1" to any land, stream or swamp, unless the scenario indicates otherwise (ie piers, drydocks etc). Ships with a deep draft cannot approach closer than 2" to any land, stream or swamp, unless the scenario indicates otherwise. If there is Ice terrain above the water these units may act as icebreakers and clear a pathway through the ice at half their movement rate. If a bridge crosses a river, the particular scenarios will dicatate whether or not a seagoing vessel may pass underneath it. SUB - Submersible Submersibles may travel either on the surface or underwater. They are prohibited from entering any other terrain. Once, any tiem during movement, a submersible may declare that it is either diving or surfacing. It will then spend the rest of the turn above or below the water as appropriate. There is no penalty for these units moving underwater. If the sub starts its turn on the surface, and spends its ntire movement on the surface, it receives a 2" movement penalty. When surfaced these units are treated as either RIV or SEA depending on size (note unless they are designed for special purposes like the LST, subs almost always are SEA with deep drafts). These units may not enter Streams submerged. They can travel under Ice terrain, and may surface and break through the Ice if the unit's size is greater than or equal to the strength of the Ice. Storms If the battle is occurring on water terrain, there is a 1 in 6 chance of a storm brewing. If this occurs roll another die - on 1-5 it's a minor storm, on a 6 it's a severe storm. A minor storm causes a GEV to lose 1" of movement in each of it's phases and a 1 in 6 chance of becoming disabled (this roll is made each turn, 3 disabled results in a row results in the GEV being swamped and sunk). All ships lose 1" of movement. Submarines are treated as ships if surfaced, otherwise no effect. A major storm causes a GEV to lose 2" of movement in each of it's phases and 2 in 6 chance of becoming disabled (this roll is made each turn, 2 disabled results in a row results in the GEV being swamped and sunk). All ships lose 2" of movement, any ship smaller then size 15 has a 1 in 6 chance of being disabled (all weapons), 3 disabled results in a row result in the ship being swamped and sinking. Submarines are treated as ships if surfaced, otherwise no effect. ___ [The reason that Ogres can't target units above water is that they have no targeting info on them, right? The game will need hidden movement, if the smallest destroyer can totally immobilize an Ogre with it's trusty 5" gun. (How do those hypersonic shells survive the air-to-water transition anyway?) -HJC] Henry J. Cobb hcobb@fly2.berkeley.edu, SFB Tyrant-for-life "yes, I also suspect that RMS is a MITI agent too." -- Piercarlo Grandi