OGRE for DSII

I'll no longer be tracking changes in the file. It's getting too big. At some point, I will also create separate files for each OGRE type listed, and will just make a list of links at the end.

May your battles be bloody, and victorious!


OGRE Modules

OGREs are done using a modified version of the DSII Modular Vehicle rules. One difference between the DSII modular vehicles and an OGRE is that OGRE hulls are effectively impenetrable, and thus are not represented as a module. Instead, the OGRE consists of the following:

Electronics Module: The Electronics Module is the primary sensor network for the OGRE. As such, it houses items such as the OGRE's Fire Control System, Target Acquisition System (see Missiles), Counter Battery Radar, Electronic Counter Measures, and Point Defesnse Systems. The EM also acts as a Zone Air Defense System (ZADS) (see details later). The EM will have the following characteristics:

As stated above, the EM is used to house the various "systems" for the OGRE. Each of these must be purchased at the same quality level (usually Superior) and are NOT purchased for other modules. This gives the EM an overall quality level which is used for any given system to be used.

For example, an OGRE Mk V would purchase Superior Fire Control, Superior Counter Batter Radar, Superior Electronics Counter Measures, a Superior Target Acquisition System, and a Superior Point Defesnse System. Any time that any Weapons Module issued fire, it would do so with the Electronics Modules Fire Control System. If any of the OGREs Modules are attacked by a GSM, the ECM and PDS of the Electronics Module are used to defend it.

As the Electronics Module suffers damage in battle, the quality of the OGREs various systems is reduced. Thus, a badly mangled OGRE might be reduced to "Basic" levels for all of it's electronics, making it a much easier target, and reducing it's ability to dish out damage.

Because the Fire Control System is used to fire multiple weapons, unlike normal FCS, in a single turn, the cost is calculated using the largest class of direct fire weapon, then is multiplied by the number of Weapons Modules the OGRE has, which use direct fire weapons other than APSWs, which is then multipled by the appropriate cost value for the quality level of the FCS.

The PDS is paid for in the Electronics Module, and gets its' quality rating based on the current EM quality and damage. However, the capacity for the PDS is "housed" in the specific module that it protects. The cost of the PDS is only applied to the Electronics Module, as it fuctions to control the PDS in action, and can be degraded from damage.

The Electronics Module may also activate during a turn to effect repairs either on itself or on other OGRE Modules. This is done using the current effectiveness die of the EM.

The following damage types may be repaired on roll of 6+

The following damage types may be repaired on roll of 4+

In the OGRE universe, aircraft were not viable combat units because the OGREs were able to pick any air unit out of the sky with ease. The OGREs Electronics Module may act as a Zone Air Defense System. The OGRE's ADS however, uses the OGREs main and secondary batteries to actually target incoming aircraft by issuing short bursts at the air targets. This increases the ability to hit a fast moving flier, but effectively decreases the maximum range of the OGRE weapon.

The following sets of rules define OGRE anti-aircraft fire:

Fire procedure and results:

This is why there are no combat air units in the OGRE universe that dare to fly at high altitude.

Tread Modules: Each Tread Module is purchased as a vehicle, and must be powered by an FGP. Tread modules may have up to 2 armor points value greater than the modules size with a maximum value of 7. Each Tread Module provides a portion of the OGREs total BMF, based on the Track Speed purchased. There are two speeds available:

OGRE Tread Modules have the following characteristics:

Unlike other OGRE Modules, which are in many ways treated as a vehicle target for damage purposes, Tread Modules lose single MPFs from successful attacks. Each single attack against a Tread Module will reduce the target modules MPF by one for any ONE of the following results:

Even if an attack results in a combination of the above results (a KO, an M, and Boom! for example from one shot) the Tread Module would still only lose 1 MPF.

When purchasing the Tread Modules, the actual cost for the movement type (OGRE Fast Tracked/OGRE Slow Tracked) is not bought as part of the Module. It it purchased as a percentage of the combined total of BPV for all of the OGRE's modules. Tread Modules may not have their own ECM, PDS or other systems, as these are provided by the Electronics Module.

The only weapon allowed on Tread Modules is an APFC belt.

OGRE Tread Modules are always purchased as "Tracked". However, because OGREs are so huge, they tend to be able to easily power their way through terrain which would hinder other Tracked vehicles. The following chart lists the Terrain Effects on Mobility for OGREs:

Terrain Effects on Mobility for OGREs

Easy = Roads
Normal = Open, Light Scrub, Cultivated, Rough, Light Woods
Poor = Urban, Hills, Dense Woods, Rivers/Streams (crossing), Open water
Difficult = Mountains, Swamp)
Impassable = None. It's an OGRE!

Note: OGREs bashing their way through Light Woods or Dense Woods should leave a path behind them, equal to the OGRE models width, of Rough in it's wake.

Note: While most things won't be Impassable, there should be exceptions. Cliff edges and the like come to mind. Use some common sense here.

Weapons Modules: Weapons Modules house the OGREs weapon systems. Each will contain a minimum of 1 weapon, but may have as many as are deemed appropriate. Weapons Modules may not have their own FCS, ECM, PDS, etc., as these are housed in the Electronics Module. Note that if a PDS is used, it is paid for in the Electronics Module, but the capacity is used in the Weapons Module.

OGRE Weapons Modules have the following characteristics:

Modules, unlike other vehicles in DSII, do not suffer armor degradation on the Sides, Rear, Top, or Bottom. OGREs are mountains of metal. The only reason that the weapons and tread units can be attacked is because they have external moving parts.

All OGREs are treated as being amphibious at no cost. The vehicles are huge, and completely sealed, so that they can drive under or through any water areas on the battlefield.

OGRE activation

OGREs do not activate quite like other units. Modules are organized into functional unit equivalents. For example, on a Mk V (see example below), the modules are organized as follows:

This effectively gives the OGRE player 14 "units" to activate. When a weapon unit is activated, it selects targets and fires, just as if it were any other unit in the game. Thus, a Secondary Battery unit, consisting of 3 Modules, each having 1 MDC/5, would be able to target three enemy elements and take three shots on one activation. Note that the target elements do not have to be part of the same unit, but do have to be within the firing "units" arc of fire.

Each Tread Module, when activated, executes movement for the BMF that it provides to the OGRE. Thus, an OGRE Mk V with 4 Slow Tracked Tread Modules (4 BMF each) would expend 4 BMFs (normally moving 4") when one Tread Module is activated. Note that the OGRE does not fire during a Tread Module activation.

The Electronics Module only activates in order to direct fire for OGRE missiles or missile racks, to effect repairs, or to initiate a Self Destruct sequence (see "Final Option" later in these rules). Though it houses the OGREs sensors, Fire Control, ECM, etc., these systems are activated (with the exception of Counter Battery Radar and the Target Acquisition System - see later) by other Modules or by enemy action. The selection of the targets is done by the cybernetic brain, and thus is the portion that activates the various modules.

Firing at OGREs

Targeting OGRE modules. Each element firing at an OGRE selects a module to fire at. Each Module has its own Target Signature and armor value. If ECM or PDS are used, the appropriate die roll is determined by the current effectiveness rating of the Electronics Module. The effects of damage to modules is listed by the type of module being attacked, and the results of the attacks (see below).

Modules cannot be targeted from any facing from which it cannot be seen. Thus, if a unit is on the right side of an OGRE, it cannot target any of the left side Weapons Modules or Tread Modules. Similarly, from the OGREs front, the rear Tread Modules and any rear Weapons Modules cannot be targeted. OGREs are HUGE, nearly solid masses of armor. You just cannot shoot through 'em.

Damage and Special Damage against OGRE modules

Damage effects are dependent upon the type of Module hit. Each type of result is described here with effects for each module type.

Knocked Out: