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ARMOR!

Ogre supplementary rules

by David Searle

Yet another UNofficial supplement to Ogre/G.E.V.

1.00 Introduction

1.01 Background. ARMOR is a supplement for the games Ogre and G.E.V., simulating armor and infantry combat in the last half of the 21st century. This suppplement is NOT intended to stand by itself; players must already have Ogre or G.E.V. (preferably both) as well as Shockwave and the Airstrike rules. Armor provides a new map, new units, and scenarios to utilize them. Using all the materials included a player can create dozens of new scenarios.

2.00 Mapsheet

2.01 The Armor mapsheet is designed to be used with the map included with Airstrike. Use drafting tape to fasten the map down before play begins.

3.00 Counters

3.01 New units. Counters have been provided for seven new types of armor units, and two new types of infantry. All counters use standard Ogre terminology.

3.011 Mobile Bridge. The counter represents a special armor unit which has a very limited combat capacity. its main function is to create temporary bridges across streams, rivers, and swamps. The MB consists of a flat, treaded vehicle equipped with folding panels and flotation units for constructiong bridges. It has an attack strength of 1, a range of 1, a defensive strength of 2, and a movement value of 2. It is affected by terrain as a heavy tank and follows all movement, ramming, carrying rules, etc., as a heavy tank. The only difference is that the MB can move into a river hex at a cost of two movement points. See section 4.00 for rules on handling the MB. When a player chooses units at the beginning of a scenario, each MB is worth 1 armor unit.

3.012 Heavy GEV. This counter represents a more heavily armed and armored version of the GEV family. It has an attack strength of 3, a range of 2, a defensive strength of 2, and a movement value of 3/2. When a player chooses units at the beginning of a scenario, each heavy GEV is worth 1 armor unit.

3.013 Missile GEV. This counter represents a GEV that has given up some defensive strength to trade for offensive firepower. It has an attack strength of 3, a range of 4, a defensive strength of 1, and a movement value of 3/2. When a player chooses units at the beginning of a scenario, each Missle GEV is worth 1 armor unit.

3.014 Super GEV. This counter represents state of the art engineering. An expensive unit to have, there are not many in existance. It has an attack strength of 4, a range of 3, a defensive strength of 5, and a movement value of 3. When a player chooses units at the beginning of a scenario, each Super GEV is worth 3 armor units.

3.015 Fast Tank. This counter represents a tank that has traded offensive strength for speed and manuverability. It has an attack strength of 3, a range of 2, a defensive strength of 3, and a movement value of 4. When a player chooses units at the beginning of a scenario, each Fast tank is worth 1 armor unit.

3.016 Light Howitzer. This counter represents a cheaper and more available howitzer. It has an attack strength 4, a range of 5, a defensive strength of 1 and a movement value of 0. When a player chooses units at the beginning of a scenario, each Light HWZ is worth 1 armor unit.

3.017 Grunts. Not all of the infantry units seen in the 21st century are as well armed or trained as the normal infantry in Ogre. each squad of grunts has an attack strength of 1, a range of 0, a defensive strength of 1, and a movement value of 2. Grunts do not get terrain bonuses as they have no idea on how to use them. They can only attack in an overrun situation, as that is the only way they know how. Thier strengths are NOT doubled in overrun attacks. If you are using the Germ-warfare rules from Airstrike, they are attacked on the 2:1 table. Grunts are not able to enter water hexes at all. If they enter a swamp hex they must roll 1d6. on a 1 or 2 they get stuck and must spend an additional turn in the hex to get out. Each grunt squad is worth ½ an infantry unit.

3.018 Electronic Defense Drones: Model 209. EDD 209. EDD 209s are EXPENSIVE automated infantry units. They are used mostly in cleanup missions. They have an attack strength of 2, a range of 2, a defensive strength of 1, and a movement value of 1. They are affected by terrain like infantry with the exception of swamp and water hexes. EDD 209s may not enter water hexes, and when they enter a swamp hex roll 1d6 for each squad; on a 1 or 2 the squad is stuck in that hex PERMANANTLY. EDD 209s are immune to Bio-chemical gas. Each squad of EDD 209s costs 3 infantry points.

4.00 Mobile Bridge.

4.01 A MB can make a bridge across one hex of stream, river, or swamp.

4.02 It takes no time to establish a bridge across a stream. It takes it one full movement phase to establish a bridge over a river hex or swamp. During that phase it cannot move, and other units cannot cross it.

4.03 Once put up, the MB is treated exactly as a regular bridge, except that only heavy tanks and smaller units can cross it. Ogres, Missle crawlers, etc., are far too large and heavy for a MB to support.

4.04 The MB may hold only one unit at a time as it crosses. Only the MB and one other unit is allowed in the same hex when the bridge is extended. Normal stacking rules do not apply.

4.05 A unit on a MB is not destroyed when the MB is destroyed unless it is not a water-capable unit and is dumped into a river. The unit must check terrain after the MB it was on is destroyed.

4.06 Disabling a MB prevents it from putting out or taking in its bridge. The MB must spend the same ammount of time taking the bridge down as it did putting it up. The MB may not move unless its bridge is up.

4.07 If a unit on a MB is attacked, the MB suffers normal spillover fire and vice versa.

5.00 New Cruise Missiles

5.01 Minimissile Cruise Missile. Costs 2 armor units to choose.

5.011 A MCM may be fired from off th board as a normal cruise missile, or it may be carried aboard a Missile Crawler, or one may be towed by a Superheavy Tank.

5.012 Missile Crawlers may carry up to 3 MCMs.

5.013 A Super heavy Tank may tow a single MCM. The tank must already have towing equipment from the Ogre Reinforcement Pack. Towing a MCM is like towing a Heavy Tank.

5.014 A MCM is fired upon and treated just like a normal Cruise Missile until impact.

5.015 The explosion of a MCM will knock down any other missiles in the air nearby. If a missile aimed at the MCMs hex, or any other target within 3 hexes of the explosion point, are lost. No other missile may pass within 3 hexes of that explosion point, or it is lost as well.

5.016 Premature detonation is treated the same way as for normal cruise missiles.

5.017 MCMs are targeted at an additional -1 to hit, when fired upon.

5.018 When the MCM detonates, it has a devastaing effect. Consult the chart below for the effects on a particular unit.

Results
Unit TypeX4-12-11-11-2NE
Any D0 unit or ANY GEV01356+
D1 armor unit or CP0245+
D2 armor unit or CP1134+
D3+ armor unit, train, CP01234+
Infantry (each squad)01234+
Town or Forest Hex23456+
Road, Railroad, Bridge012+
Ogre (each component)012+
Building (20 or less SP)022+
Building (21-50 SP)012+
Building (over 50 SP)012+

Use this table exactly like the one in Shockwave.

5.02 Dual-Warhead Cuise Missle. A DWCM costs 4 armor units. This missile looks and acts like a normal Cruise Missile until at any point during flight it may split into 2 small warheads. The split must happen more than 6 hexes away from either explosion sites.

5.021 Each DWCM is treated just like a Cruise Missile except that it is an additonal -1 on the die roll to hit. If attacked before the warheads split, it is targeted like a normal Cruise Missile.

5.022 When a DWCM warhead strikes its target it is treated like a MCM missile except all ranges are as if the unit was 1 hex closer than it really is. Example: A D2 CP is 2 hexes away. Normally this would be a 1-1 attack, but with a DWCM warhead, it is treated as if it was only 1 hex away, so it is attacked at a 2-1 strength.

5.03 Dummy Missile. A DM costs ½ an armor unit. It is treated as a Cruise Missile in all respects, except it cannot blow up, as it has no warhead at all. It is to distract enemy fire from the actual missile.

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