====== By Ogrethulhu Digested, September 22nd (Last: September 17th) ======== ===== Golem II-B From: "bbell1@insight.rr.com" From: Sean Bayan Schoonmaker ===== Naval Units From: Sumnerd1234@cs.com ============================== From: "bbell1@insight.rr.com" Subject: Golem II-B HJC's version of the Golum II-B seems out of line with the other versions of Ogre. Golem III (From GURPS Ogre p.96) 3 Missile Racks 9 Missiles (Internal) 1 Main Battery 3 Secondary Batteries 10 AP 48 Tread (6" Movement [3 Hexex)] Combine Mark II 1 Main 2 Seconds 6 AP 30 Tread (6" Move [3 Hexes]) Combine Mark III 2 External Missiles 1 Main 4 Seconds 8 AP 48 Tread (6" Move [3 Hexes]) Your proposed Golem II-B 6 MslTank Missiles (one shot) 4 Hvy Tank Guns 6 AP 42 Tread (8" Move [4 Hexes]) So, from a Mark II, you trade the Main Gun for 4 Heavy Tank Guns. 2 External Missiles for 6 One-Shot Missile Tank Missiles. And increase the speed by 1/3. If you are trading from a Mark III, you still trade a Main Gun for 4 Hvy Tank Guns, 2 External Missiles for 6 One-Shot Missile Tank Missiles, and 4 Secondaries and 2 AP for a 1/3 increase in speed (on a smaller chasis). If you are trading from the Golem, you will still trade the Main Gun for 4 Hvy Tank Guns, 3 Missile Racks (and 9 Missiles) for 6 one-shot MT Missiles, drop the 3 secondaries and 4 AP for a 1/3 increase in speed (all on a smaller chasis). I think that the 1:4 trade on the Main Gun is a bit much. I would suggest 1:2 You would still have access to the 135mm MB Gauss Guns (Secondaries), so I would put on the 2 secondaries. Keep the 6 AP. If converting from a Mark III, I would suggest replacing the 2 external "Rattler" missiles with Missile Tank Missile Systems (3/8[4]) and NOT make them one-shot (early version of the missile rack system). To increase the speed, you would have to drop the secondaries or the missile system. Golem III(alpha) (~Mk III size) 2 MT Missile System (3/8[4], D2) 2 Hvy Tank Guns (4/4[2], D3) 2 Secondary Guns (3/4[2], D3) 6 AP 42 Tread (8"[4hex]) Early version of the Golem, quickly abandonded once the designs for the Rattler Missile, Rack System, and 175mm Gauss Gun were "acquired". Golem II-C (Larger than Mk II, smaller than Mk III) 1 MT Missile System (3/8[4], D2) 2 Hvy Tank Guns (4/4[2], D3) 2 Secondary Guns (3/4[2], D3) 6 AP 42 Tread (6"[3hex]) Golem II-D (Larger than Mk II, smaller than Mk III) 2 MT Missile System (3/8[4], D2) 2 Hvy Tank Guns (4/4[2], D3) 2 Secondary Guns (3/4[2], D3) 6 AP 42 Tread (6"[3hex]) --- Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable The Full Thrust Ship Registry: http://www.ftsr.org --- ===== [Sorry, my version was only move 3, from the seven inch movement factor in KZ. -HJC] ===== From: Sean Bayan Schoonmaker Subject: Golem II-B >"The Golem Mark II-B was a little bit smaller than the Combine's Mark-III >but was generally considered about as battle worthy." > >Six Missile Pods (Atk 3/4, D1) (One shot weapons) >Four Heavy Batteries (Atk 4/2, D3) >Six AP (Atk 1/1, D1) (Only against infantry and D0 targets) >42 tread units Hi Henry, I'm pretty sure this Golem is a bigger brother, but... The Golem (GURPS OGRE p.96) has the following profile: 1 Main Battery 3 Secondary Battery 3 Missile Racks 9 Missiles 10 AP (Assumed) 45 Treads So I'm guessing that they had the templates for more goodies than everyone thought. Schoon ============================== From: Sumnerd1234@cs.com Subject: Naval Units If I remember correctly their should be a posting somewhere on the Ogre Message Board about the "Golem." It's a quick run down of the Golem from GURPS Ogre. Now on to something different. I've attached an article with my take on naval units in Ogre to this. I hope everyone enjoys it. If nothing else it's a much needed diversion from the steady dose of reality we have been receiving over the last week. OGRE Naval Units By: Dominique Sumner Since Ogre's original release, way back in 1977, the staff writers at Steve Jackson Games have made several references to the use of naval units by the various warring parties, particularly the use of "cyber-ships" by Nihon forces in their assault on the Combine homeland. What rekindled my interest in them was discussion on the possible use of naval units in the "Ogreverse" on Henry J. Cobb's Ogre mailing list. So..... after giving it a little thought, I came up with some units of my own. Presented below are a few very unofficial naval units for use in your Ogre campaigns. I've tried to keep them as close as possible in "flavor" to the units currently in use in the game. Hopefully I've succeeded. Surface Effect Vehicle (SEV): It's basically a super heavy version of the standard GEV used by naval forces for fast strike and patrol duties. It has an attack strength of 4, a range of 3 (6"), a defensive strength of 3 (due to its speed, extensive use of electronic counter measures, and defensive systems), and a movement of 4(8")/3(6"). It costs 2 Armor units, and is worth 12 victory points. Hydrofoil (HYDRO): It's used a cheap patrol craft. It has an attack strength of 3, a range of 2(4"), a defense of 2, and a movement of 4. It costs 1 armor unit and is worth 6 victory points. Henry J. Cobb, the innovative thinker that he is, also came up with a slightly different hydrofoil design. His version primarily relies on the use of missiles for offensive firepower, and speed for its defense. Its got an attack of 3, a range of 4 (8"), a defense of 2, and a movement of 3(6")/2(4"). Hopefully, I'll be able to come up with some scenarios to use these units in, and any suggestions would be welcome. *Note* Ogre and GEV are both trademarks of Steve Jackson Games. ===== [Please see http://www.io.com/~hcobb/gev/2001/gevmar13.txt for my take on the SEV and http://www.io.com/~hcobb/gev/2001/gevfeb08.txt for some more naval units and a scenario to use them. Also The Battle for San Francisco http://www.sjgames.com/ogre/scenarios/sanfrancisco/ has got some boats. See my hand waving on page 110 of the second edition Ogre Book for my reasons why there aren't laser battlefleets on the high seas. As for my being a corruptive, er creative thinker, I can't hold a candle to Steve for pure evil. http://www.sjgames.com/miniatures/ogre/ogrethulhuset2/ -HJC] Henry J. Cobb ogre@sjgames.com Archives at http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2001, by Steve Jackson Games.