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!
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.
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.
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.
Knocked Out:
Damaged:
Note: Multiple DAMAGED results do NOT destroy Modules. DAMAGED results are not cumulative in any way. OGREs are resilient.
Systems Down:
Mobility:
BOOM:
When resolving fire from Weapons Modules, the Fire Control System in the Electronics Module is used to resolve hits. Thus, an OGRE Mk V with an undamaged Superior Fire Control Module fires at Medium Range (determined using the statistics for the weapons in the Module) with a Primary Battery. A D10 is used to determine if the target is hit, and then any damage is resolved using the weapon housed in the Weapons Module.
| Weapon | Close Range | Medium Range | Long Range |
| DFFG/6 | 14" | 28" | 42" |
| DFFG/7 | 16" | 32" | 48" |
| DFFG/8 | 18" | 36" | 54" |
| DFFG/9 | 20" | 40" | 60" |
Chit validity for target types is the same as for any other DFFG.
Let's face it. You don't need a DFFG/10, OK?
OGREs weapons never suffer the effects of Firer System Down results. Any Fire System Down chits pulled are ignored.
SMAK rounds are targeted against specific to OGRE Modules. Thus, a SMAK round fired by either an artillery unit, or as an OGRE missile in SMAK mode (see OGRE Missiles below) must be directed to target a specific OGRE module type as listed:
SMAK Artillery barrages use a normal 2" Beaten Zone template. If there are no OGRE targets within the Beaten Zone, but are non-OGRE targets, the targets are attacked as if under a barrage of MAK munitions. If there are OGRE targets under the Beaten Zone marker, the SMAK rounds will engage and attempt to attack the designated target typer (per the ammunition chit).
Each firing artillery element will be capable of attacking one of the designated target types within the Beaten Zone. If there are no designated target types within the Beaten Zone, the SMAK rounds fail to detonate, causing no damage.
SMAK rounds which have a valid target will attempt to direct themselves towards it. This is done using the same system as a GSM. The SMAK loads are purchased with a rating (Basic, Enhanced, Superior) which gives them an attack die value (d6, d8, d10 resepectively). This attack die is compared to the ECM value of the target OGREs Electronics Module (d10 for an undamaged EM). If the attack roll excedes the ECM roll, the rounds strike the target and chits are pulled to assess damage.
ADS and PDS do not effect incoming SMAK rounds.
SMAK rounds attacking OGRE modules pull one chit greater than the class of the firing artillery unit. Thus, Light Artillery pulls 2 chits, Medium pulls 3, and Heavy pulls 4. This is only done against OGRE modules. Attacks against non-OGRE targets are treated as normal MAK ammunition for the artillery class used.
SMAK Artillery ammunition loads cost as follows:
Thus, the cost for Light is 20+5 per tube, Medium is 30+5 per tube, and Heavy is 40+5 per tube).
All SMAK rounds purchased for an artillery unit must have the same targeting quality (Basic, Enhanced, Superior).
Example of using SMAK ammunition.
An OGRE Mk V is targeted by a Forward Observer which successfully calls in a fire mission from a battery of 3 Heavy Artillery elements, all loaded with Enhanced SMAK rounds. One Impact Marker is placed for the battery, just as if it were normally firing a Closed Sheaf. For each tube firing, one SMAK ammunition marker (see list above) is placed face down beside the Impact Marker. On the following activation a 2 inch Beaten Zone marker is placed over the Impact Marker.
Assume that the artillery player elected to place the following marker types:
1 SMAK - MB
1 SMAK - TR
1 SMAK - SB
The Impact Marker was placed on the OGREs electronics module (on the top of the OGRE tower). The OGRE moved foward 3 inches before the sheaf impacted (using a damaged Tread Module). The 2" radius Beaten Zone is placed on the Impact Marker. Because the OGRE moved, the Beaten Zone does not cover eitehr Main Battery or any of the Secondary Batterys. The rear Tread Modules, however, are within the Beaten Zone. The SMAK munitions will self-correct within the 2" Beaten Zone to try to home in on their target type (per the Munitions Marker). The attacking player has one SMAK - TR, which will attack the rear Tread Module (the front Tread Modules are not within the Beaten Zone) that he selects. In this case, he selects the right rear Tread Module. The OGRE has suffered no damage to its Electronics Module, so it defends with an ECM value of d10. The attacking SMAK rounds are Enhanced, so it attacks with a d8. The attacking player rolls his d8 and the OGRE player rolls a d10. If the d8s value is greater than the d10s value, the rounds hit and the attacking player will pull 4 chits, Red and Yellow valid to attempt to damage the Tread Module.
OGRE missiles have the following characteristics:
Each OGRE Missile fired impacts with a normal 2" Beaten Zone.
DS II has no specific rule or conditions which allow an artillery battery to direct it's own fire. Fire is normally called by an observer. If an OGRE is operating as part of a mixed force, any unit which can normally call an artillery fire mission may attempt to summon fire by the OGRE.
The OGRE also, however, has it's own targeting system (Duh, it's an OGRE!) which can be used to initiate launch. The OGRE is equipped with a Target Acquisition System (TAS). The TAS is purchased at a cost of 200 points and is housed in the Electronics Module.
The TAS may attempt to direct the OGREs available missiles by making one activation roll for each Missile which it wishes to launch. The TAS effectiveness will be dependent upon the current status of the Electronics Module, and will need to roll a 4 or greater in order to place each Impact Marker. Note that the TAS may attempt to launch as few as one missile, or as many as the OGRE has available.
On the following OGRE activation, the OGRE must activate its Missile Unit in order to launch its missiles. Like any fire mission, the OGREs TAS may attempt to abort any of the planned fire missions by rolling a 4 or greater using the appropriate die for teh current effectiveness level of the Electronics Module. This allows for the OGRE to cancel a fire mission at the last minute should the target move away from the Impact Marker. Note that the OGRE must roll separately for EACH missile that it wishes to abort. Failure to abort will mean that the missile is launched as originally planned.
The TAS may locate any enemy units within the Line of Sight (LoS) of the tower, or the designated part of the OGRE where the Electronics Module sensors are housed (in the case of a Fencer or non-standard OGRE). Like other direct sight systems, the TAS may only target enemies within 60" of the OGRE. As the TAS is considered to have a 360 degree visual and electronic arc around the OGRE. Thus, an OGRE Mk V with all of its missile intact may use the TAS to place 1-6 impact markers during the TAS activation. On the following OGRE activation, any missiles which are successfully launched and are not aborted, will hit the impact points.
OGRE missiles are each fired individually, and thus may never fire in an Open Sheaf.
OGRE missiles may never deliver harassing fire.
The OGRE Mk IV was armed with a set of missile tubes which each carried 5 internal loads. These missiles are used identically to the normal OGRE Missile, with the exception that each HAR carries multiple additional ammunition loads.
Because of this, the normal OGRE missile will be purchased as a "Missile Module" while the multi-shot launchers will be purchased as a "Missile Rack".
Once an OGRE missile is out of ammunition markers, it may no longer be fired as the tube is now empty, and cannot be reloaded on the battle field.
You still don't get it, do you? It'll find the CP. That's what it does. That's all it does! You can't stop it! It'll wade through you, reach down your throat, and pull your fucking heart out!
If the Reaction Test is passed, the unit may advance towards and within LoS of the OGRE.
If the Reaction Test is failed, the unit may either elect to remain in place and perform a combat action normally, or may move provided that it does not move cloers to the OGRE or come within it's LoS. Moving units may stop just out of LoS to the OGRE, under the assumption that they moved far enough to see that the OGRE was there, and then immediately pull back out of sight.
Listen! And understand! That OGRE is out there. It can't be bargained with! It can't be reasoned with! I doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"
The following sections cover ramming rules for OGREs.
OGREs ramming non-OGRE units
OGREs may initiate a ram attack by moving into contact with an enemy unit (or buidling, or whatever). Each element impacted during the OGREs move may be rammed. Each ram is resolved before the OGRE finishes using the Tread Units BMFs. If the OGRE successfully destroys the impacted element, it may continue its movement. If it does not, it must stop where the impact occurred. If the OGRE loses BMFs as a result of the ram, it may not have movement left to continue with even if it was successful.
Ramming resolution:
Non-OGRE vehicles ramming OGREs Vehicles may attempt to ram into OGRE Tread Modules. Before doing so, they must pass a Confidence Test using the Threat Levels listed above for the targeted OGRE. Provided that the vehicle passes the Confidence Test, the following procedure applies:
OGREs ramming OGREs
There will be times when OGREs, either because of a lack of available firepower, opportunity, or simply for the sheer joy of causing additional damage, will ram other OGREs. When this occurs, the following rules are used to determine damage:
Thus, an OGRE Mk V initiating a ramming attack against another OGRE will pull 5 chits for the size of its Tread Modules, +3 for its size class, giving it a total of 8 chits.
For example, a Mark V rams a Mark I (5 armor, 5 BMFs) and pulls the following chits: Red 3, Yellow 1, Yellow 2, Green 0, Mobility, Boom!, Mobility, and Red 1. The total points of the valid chits is 7 points. This is greater than the armor value of the Tread Module, so one BMF is lost. Additionally, the two Ms cause the loss of two more BMFs, and the BOOM! accounts for a final one. The OGRE Mk I has lost 4 of its 5 BMFs in the targeted Tread Module.
All AP Modules which are within LoS of the assaulting infantry may issue fire as per the normal Close Assault rules.
Any Weapons Module capable of attacking enemy vehicles, except for Missile Modules or Missile Rack modules, may fire at enemy vehicles involved in the close assault using the appropriate number of chits for the class of weapon used, but using IAVR chit validities.
Close Assaulting an OGRE is a dangerous proposition.
Any OGRE may attempt to initiate a self-destruct sequence. This is treated as an activation by the Electronics Module.
The OGRE player activates the Electronics Module and announces that the OGRE intends to self destruct. A "nuke" marker should be placed on the OGRE at this time.
The following sequents of events will then occur:
All Marks of OGRE create a standard DSII Nuke (18" radius Beaten Zone). Although the power plants in larger OGREs are capable of creating larger explosions than those in smaller OGREs, the explosion must be vented through much thicker are larger hulls, so it all evens out in the end.
Note that if this is done in an objective based scenario, even if the OGRE manages to fulfill it's objective via the resulting nuclear strike, the best that it can achieve is a draw.