New units for Ogre/G.E.V
by Dominique Sumner
Ranger Infantry (RANGER): Ranger counters represent either 1,2, or 3 squad(s) of specially trained and equipped infantry that are used for raiding, and scouting missions. Ranger units are equipped better electronics, weapons, and communications equipment than standard infantry units. Ranger battlesuits allow infantry to move at a higher rate of speed than a normal infantry unit. Rangers have an attack strength of 1, a range of 1, a defense strength of 2 and a movement of 3. They may be purchased at a rate of 2:1 (1 squad of Rangers per two squads of regular Infantry), and are worth 4 VP.
Ranger units may mine structures for demolition. Once a structure is mined it can immediately be destroyed my the player who mined it or, or he can destroy it in any phase of any subsequent turn he wishes, turn the structure to rubble. Infantry inside the structure are destroyed. All other units, with the exception of an Ogre, suffer a 2-1 attack immediately, and are left within the rubble area if they survive the explosion. It takes one squad of Rangers one turn, doing nothing else, to mine 10 SP worth of building.
Rangers may also plant a Small Atomic Demolition Munitions (SADM – a small back pack sized nuclear charge) to destroy a structure, cut a road, or destroy a bridge. Each Ranger squad is capable of carrying one charge. To plant the charge the Ranger squad must spend two turns doing nothing but planting the charge. At the end of the second turn move squad 1 hex away, and a crater counter is placed in the hex that the Rangers were previously occupying. The crater is considered rubble for movement purposes and is not impassable like the crater created by a cruise-missile. When planted in a building or on a bridge, the charge will immediacy destroy the structure.
Mortar Team (MORTAR): Mortar Team counters represent a single team of infantry equipped with a "light" (light enough to be carried by battlesuit equipped infantry that is) infantry support mortar, and several drones that provide the team close range security. They have an attack strength of 1, a range of 3 (6"), a defense of 1, and a movement of 2 (4"). They may be purchased at a rate of 2:1 (1 Mortar Team per two squads of regular Infantry), and are worth 4 VP.
Forward Observer (FO): Forward Observer (FO) counters represent specially equipped infantry units. FOs are equipped with specialized targeting equipment known as Target Acquisition Gear, or TAG, that allows them to designate targets for artillery, and missiles.
FO's have an attack strength of 1, a range of 1 (2") (see below), a defensive strength of 1, and a movement of 2 (4"). They may be traded on a 2 for 1 basis for regular infantry (i.e. 2 regular infantry for 1 FO), and are worth 4 victory points when destroyed. When conducting a normal infantry attack, FOs have a range of 1 hex (2"). When designating targets for other units, their range increases to 2 hexes (4"). While designating a target, they may not move, or conduct any other type of attack.
Any unit firing on a target which has been successfully designated by a FO will receive a +1 bonus to its attack dice roll if it falls within the units normal attack range. The attacking player must announce both components of the attack (which unit is acting as a FO, and which unit is firing) before measuring either distance. If the target falls within the 50% range boost, then the firing unit receives no attack bonus. If the missile unit is unsuccessful in its attack, its shot falls short.
Artillery/Missile weapons defined as: OGRE missiles, Missile Tanks, Howitzers (all types), Field Artillery and Heavy Weapons Infantry Missiles.
Light Missile Tanks (LMSL): Are lighter versions of Missile Tanks, that fire smaller and lighter missiles. I got the idea after looking over my copy of The OGRE Book, Vol. 1. It had an illustration of a missile tank that fired several small missiles from a pop-up launcher. Light Missile Tanks have an attack strength of 2, a range of 3 (6"), a defense strength of 1, and a movement of 2 (4"). They cost ½ armor unit, and are worth 3 victory points.
Light Mobile Howitzer (LMHWZ): A Light Mobile Howitzer is smaller and lighter version of a Mobile Howitzer mounted on a tracked chassis. Basically this is the howitzer from the Iron Mountain Scenario mounted on a tacked chassis. They have an attack strength of 4, a range of 5(10"), a defense strength of 1, and a movement of 1(2"). They cost 1 armor unit, and are worth 6 victory points.
Field Artillery Scatterable Mines-(FASCAM): Field Artillery Scatterable Mines-(FASCAM) are special artillery rounds containing a load of nuclear mines. Each FASCAM round contains enough sub-munitions to mine a 1 hex (2" in diameter) area. Players must state if they are firing a standard or FASCAM round before firing. The number of rounds available should be determined prior to play beginning. FASCAM rounds can be purchased at ½ a VP per round.
Short Range Missile Launcher-(SRML): Short Range Missile Launchers (SRML) are modified versions of the missile launcher used on the missile tank, that have been adapted for use on an OGRE. They have an attack strength of 3, a range of 4 (8"), a defense of 2, and are worth 6 Victory Points.
Notes
These units should in no way be considered "official" and are presented here for your enjoyment. Some of the units use concepts originally developed by Henry J. Cobb, and have been modified to my liking. The Forward Observer unit is based on an idea, once again developed by Henry J. Cobb. Ogre and GEV are trademarks of Steve Jackson Games.

















