============ OGREverse list, Jan 11th (Last: Jan 6th) ============= ===== Hovertruck Present to OGRE fans. From: "Garth L. Getgen" ===== Caught on the jump From: "Garth L. Getgen" From: Highway Star ===== Yet Another Ogre Construction Formula From: Thomas_Jones-Low@idx.com ------------------------------ From: "Garth L. Getgen" Subject: Hovertruck Present to OGRE fans. Garrett, NICE GRAPHICS!! Did you draw that by hand, on a CAD, or scan it in?? Great work, however you did it. I'd love to see you do a "real" GEV (with Steve's permission, of course). Pop me an E-mail when you get ready to play test the Java-game, OK? Garth L. Getgen P.S> You can make the E-mail line on your contact page a link using "mailto:garrett@..." as the embedded command. ----- [It looks ray-traced to me. -HJC] ------------------------------ From: "Garth L. Getgen" Subject: Caught on the jump Chris, >> "Hey Fred! It's skeet-shooting time!" Thanks. You just reminded me of what Henry said when I purposed paratroopers!! =8-O Garth L. Getgen ----- From: Highway Star Subject: Caught on the jump >From: Chris Camfield >I wouldn't want to join the Jump Infantry! Mile-long jumps through the >air? As one Combine Heavy Tank commander to another: --snip-- >I think an infantryman in a jump that long would be a sitting duck. >Survivability nil. Personally, I don't think it was meant as "one long jump" - instead, it's actually many smaller jumps, represented as one long jump in Ogre. I saw it like the MI in the *book* _Starship Troopers_ - jump a little, fire your nuke, jump a little, avoid the Skinnies militia, jump some more. SeanMike Sean Michael Whipkey, smw4s@virginia.edu Weldon Cooper Center for Public Service, Publications Div. 804/924-4185 (or -4188) voicenet, 804/982-5536 fax http://www.virginia.edu/~cpserv/ ------------------------------ From: Thomas_Jones-Low@idx.com Subject: Yet Another Ogre Construction Formula 10.03 Ogre Construction The following are rules for players to construct their own Ogres. To construct an cybertank the player selects weapons and other equipment, then calculates the Ogre's size and Armor Units according to the tables and formulas given below. 10.03.1 Equipment 10.03.1.1 Main Battery Main Batteries are attack 4, range 3 (6"), defense 4, and cost 8 points 10.03.1.2 Secondary Battery Secondary Batteries are Attack 3, range 2 (4"), defense 3 and cost 4 points. 10.03.1.3 Antipersonnel Battery Antipersonnel batteries are Attack 1 against Infantry or Defense 0 CP or other defense 0 targets, range 1 (2"), defense 1 and cost 1 point. 10.03.1.4 External Missile External missiles are Attack 6, range 5, Defense 3 and cost 1 point. 10.03.1.5 Missile Rack Missile racks launch internal missiles, and are Defense 4 and cost 6 points. 10.03.1.6 Internal Missile Internal missiles are launched through missile racks, and cost 1 point each. 10.03.1.7 Stealth Unit Stealth units allow the Ogre to be harder to hit than normal. Stealth units may not be mounted in Ogres larger than Size 7. Stealth units are not destroyed until the Ogre is, and can not be targeted separately. 10.03.1.8 Towing Gear Towing gear allow the Ogre to tow other units (see Section 5.13). Towing gear costs 7 points, but does not take any space. 10.03.1.9 Mini-Missile Launcher The mini-missile launcher (MML) is a missile tank laucher system thinly adapted to be mounted on an Ogre. MML intercept Cruise missiles on a roll of 10+. MMLs are Attack 3, range 4 (8"), Defense 2 and cost 4 points. 10.03.1.10 Ogre launched Cruise Missile The Ogre Launched Cruise Missile is a standard Cruise missile mounted externally in a similar manner to a normal Ogre missiles. Ogres may launch only one Cruise missile per turn regardless of the number of cruise missiles mounted or remaining. Cruise missiles are Defense 4, and cost 24 points. 10.03.1.11 Point Defense Battery Point defense batteries may be mounted on Ogres instead of AP batteries. A PD battery in defensive mode may engage a single non-overrun enemy attack directed at the Ogre it is mounted on. The effect is to add one to the Defense of the item attacked, for the purpose of that single attack. The attempt to intercept is announced after the attack is declared but before the die is rolled. The bonus is applied after all adjustments for terrain. PD Batteries may not combine to stop a single conventional attack. In defensive mode, A PD battery may also engage cruise missiles (as many as pass by, in addition to intercepting a conventional attack). Against cruise missiles a PD Battery has an intercept roll on 10+ and a range of 4 hexes. A PD battery may fire in offensive mode, provided it did not use defensive mode in the previous enemy turn, and is a normal (if weak) Ogre weapon. PD batteries are Attack (1/1) and Defense 2, and cost 4 points. 10.03.1.12 Laser Grid Array Elements Laser Grid Array Elements (LGAEs) are enhanced modular laser units designed for mounting on an Ogre with an enhanced power supply. The LGAEs form a single laser beam, and work together to have the same attack and LOS rules as a battlefield laser, whose effect depends upon the number of surviving elements. Mulitiple elements can not split to perform multiple attacks. Laser Grid Array Number Roll vs. Attack of LGAEs Cruise Missile Strength 6 8+ 3 5 9+ 3 4 9+ 2 3 10+ 2 2 11+ 1 1 12+ 1 0 --- --- The laser has a range of 30 hexes (60"). Each Element is defense 2 and costs 18 points. No more than 6 LGAEs may be mounted on an Ogre 10.03.1.13 Self Destruct Self destruct option mounts a cruise missile warhead deep within the Cybertank main body. The missle warhead take no space, but costs 12 points. 10.03.2 Tread Units A Cybertank must mount tread units which is an abstract count of engine size, number of treads, and transmission size. An Ogre which has Move 3 (6") must have a number of tread units evenly divisible by 6. An Ogre which has Move 4 (8") must have a number of tread units evenly divisible by 8. Ogres of Size 9 may not have Move 4. Additionaly an Ogre of a given size must have a number of tread units in the range given below. Too few and the Cybertank can not move, too many and the engine overloads the frame size. Tread Units Table Size Move 3 Move 4 5 12 - 30 8 - 32 6 24 - 42 24 - 48 7 36 - 54 40 - 64 8 48 - 66 56 - 80 9 60 - 78 --- 10.03.3 Size Cybertank size is calculated by adding the defense strength of each item mounted and comparing the sum to the table below. Internal missiles count as 1/2 each (they have no defense strength, but take space anyway). LGAEs count as 4 each (they are bulky but fragile). Stealth units and towing gear take no space. Ogre Size Table Defense Sum Size 1 - 14 5 15 - 28 6 29 - 42 7 43 - 56 8 57 - 70 9 An Ogre with a defense sum of more than 70 is oversized and can not move. 10.03.4 Armor Units Formula The formula is: (T+W) * N * M * S T is number of tread units mounted W is the sum of the weapons costs N is 1.25 if the number of tread units is greater than 30, 1.0 otherwise M is 1.05 if the Ogre is Move 4, 1.0 if the Ogre is Move 3 S is 1.5 is the Ogre mounts a Stealth unit, 1.0 otherwise. Round this result to the nearest whole number give the number of Armor Units(AU) required to purchase the Ogre. Mulitply the AU value by 6 to get the number of victory points for destruction of the Ogre. The AU value of an Ogre may not exceed 40 (240 points). 10.08 New Ogres 10.08.1 Mark V-B (Calliope) The Calliope is a Combine variant of the Mark V. It is an attempt to combine the best elements of the Mark IV and Mark V Ogres for a fast, hard hitting unit. Not many were built after the development of the Mark VI. The Calliope has 4 missile racks (D4), 20 Internal Missiles (6/5), 1 Main Battery (4/3;D4), 3 Secondary Batteries (3/2;D3), 6 AP (1/1 vs Inf or CP;D1), 60 Tread units at Move 4. Tha calliope costs 30 Armor units (180 VP), and is size 8. 10.08.2 Little Boy Little Boy is a Paneuropean Cruise Missile carrying Ogre. Little Boy carries 2 Main Batteries (4/3;D4), 4 Secondaries (3/2;D3), 6 AP (1/1 vs Inf or CP;D1), 3 Ogre Launched Cruise Missiles (Special;D4), 60 Tread units at Move 3. Little boy costs 37 armor units (222 VP) and is size 7. 10.08.3 Raiden II The Raiden is a Nihon Ogre built for the anti-cruise Missile and support role. It is a small, lightly built unit which is incapable of standing up to a sustained fight. The Raiden mounts 1 Main Battery (4/3;D4), 4 MiniMissile launchers (3/4;D2), 4 PD Batteries (1/1;D2), 4 AP (1/1 vs Inf or CP;D1), 36 Tread units at Move 3. The Raiden costs 17 Armor units (102 VP) and is Size 6. 10.08.4 Laser Ogre The Laser Ogre is another Nihon built Ogre designed for the anti-missile role. The Laser Ogre mounts 2 MiniMissile launchers (4/3;D2), 6 AP (1/1 vs Inf or CP;D1), 4 LAGE(2/30;D2), 36 Tread units at move 3. The laser Ogre cost 25 Armor units (150 VP) and is size 6. ------------------------------ Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.