Prev: Full Thrust 3 rules Next: Re: How to kill a <grav> tank :)

Ogre/DS2 Conversion

From: Brian Bell <brian.bell@a...>
Date: Mon, 22 Jun 1998 13:07:15 -0700
Subject: Ogre/DS2 Conversion

Updated 6.22.98

Cygnus Eclipsers' Ogre to Dirtside II Conversion

The game Ogre® by Steve Jackson Games and Dirtside II by Ground Zero
Games are great wargames. This
conversion is presented as a tribute to both games.

Ogre presents a "near" future where huge, self-aware, indestructable
tanks rule the battlefield. Their several
meters of BPC armor insured that the main unit was invulnerable to
anything except a nuclear strike of multiple megatons. In this future,
Armor units and powered infantry lob tactical nukes at each other. And
to stop an Ogre, they would have to target the individual systems of the
Ogre.

I have tried to keep this flavor. Because of the strenght of nuclear
weapons in Dirtside II, I have reduced the
Ogre's weapons to the following:

 Weapon/Equipment    Range    No. of Chits    Valid Chits    Armor

 Main Battery	       60"	   5		   All	       6

 Missile Rack	       n/a	  n/a		   n/a	       6

 Missile (Internal)    96"	   5		   All	      n/a

 Missile (External)    96"	   5		   All	       5

 Secondary Battery     48"	   4		   All	       4

 Antipersonnel Weapon  24"	   2		   All	       2

 Tread Units	       n/a	  n/a		   n/a	       2

Ogres have a unique terrain effects table:
 EASY: Roads
 NORMAL: Open, Light Scrub, Rough, Cultivated, Hills, All Woods,
Rivers/Streams (crossing)
 POOR: Urban, Mountains, Open Water (submerged)
 DIFFICULT: Swamp: Each turn an Ogre crosses a swamp, roll a d6. It will
become stuck on a roll of 6. It may then roll a d6 each turn to try to
free itslef. If it rolls a 6 is has succeeded in freeing itself and may
move the remainder of its movement.

I have ignored the suggested Modular Oversize Vehciles rules (p.15
Dirtside II) in favor of keeping with the original flavor of the Ogre
game. It requires more bookkeeping for the player of the Ogre, but
he/she should have less units to deal with anyway. Each weapon has its
own armor and must be targeted seperatly.

ADDITIONAL RULES

    1.When drawing damage chits vs. Ogres, ignore any #2 counter and
special counters (boom, etc.). This
       is due the the massive amounts of BPC armor.
    2.Each Ogre weapon may fire independantly.
	   1.Each weapon may choose to fire during the Orge's firing
phase or use opportunity fire.
	   2.Each weapon may target a different unit or they may choose
the same unit.
	   3.At the beginning of the firing phase, or at the beginning
of opportunity fire, the Ogre's
	      controller must state what weapons are firing.
    3.Ogre missiles are AI controled weapons that do NOT require an
observer.
    4.When attacking an Ogre, the attacker must target a specific weapon
(or tread group). These weapons
       count as SIZE 1 vehciles for targeting purposes.
       Tread Groups:
	   1.Tread groups count as SIZE 2 vehicles for targeting
purposes.
	   2.If the total of the valid chits exceeds the armor value of
the tread unit (2), The Ogre looses a
	      number of treads in that tread group equal to the value of
the chits - 2. If the damage is more
	      than the number of treads in the tread group, the extra
damage is ignored.
	   3.When an entire tread ROW (1 or 2 tread groups) is
destoryed, the Ogre looses speed.
    5.All Ogre batteries may be used in an anti-aircraft role at the
stated ranges. Treat this as Zone Air
       Defence with a range equal to 60".
    6.Area effect fire (artillery, DFO, etc.) vs. an Ogre Unit is
applied agianst each system (or tread group).
       But count only the #3 chits.
    7.All Ogre weapons attack using Superior fire controls/guidance
systems.

					OGRES

OGRE Mk I		Production date: 2060
1 Main Battery (5/60"/6) (attack/range/defence)
	O
4 Antipersonnel (2,24",2)
	O O O O
18 Tread Units: Movement starts at 8
	O O O O O (Movement drops to 6)
	O O O O O (Movement drops to 4)
	O O O O O (Movement drops to 2)
	O O O	  (Movement drops to 0)

OGRE Mk II		Production date: 2066
1 Main Battery (5/60"/6)
	O
2 Secondary Batteries (4,48",5)
	O O
6 Antipersonnel (2/24"/2)
	O O O	O O O
30 Tread Units: Movement starts at 8
	O O O O O (Movement drops to 7)
	O O O O O (Movement drops to 6)
	O O O O O (Movement drops to 5)
	O O O O O (Movement drops to 4)
	O O O O O (Movement drops to 2)
	O O O O O (Movement drops to 0)

OGRE Ninja		Production date: 2090 (est.)
1 Missiles Racks (Defense 6*)
	O
4 Missiles (Internal) (5/100)
	O O O O
2 Missiles (External) (5/96"/5*)
	O O
1 Main Battery (5/60"/6*)
	O
2 Secondary Batteries (4/48"/4*)
	O O
8 Antipersonnel (2/20/2*)
	O O O O   O O O O
40 Tread Units: Movement starts at 12
	O O O O O (Movement drops to 11)
	O O O O O (Movement drops to 10)
	O O O O O (Movement drops to 8)
	O O O O O (Movement drops to 7)
	O O O O O (Movement drops to 6)
	O O O O O (Movement drops to 4)
	O O O O O (Movement drops to 2)
	O O O O O (Movement drops to 0)
* Due to the advanced ECM/ECCM, all attack dice are shifted down 1 die
type.

OGRE Mk III		Production date: 2071
2 Missiles (5/96"/5)
	O O
1 Main Battery (5/60"/6)
	O
4 Secondary Batteries (4/48"/5)
	O O O O
8 Antipersonnel (2/24"/2)
	O O O O   O O O O
48 Tread Units: Movement starts at 8
	O O O O   O O O O (Movement drops to 7)
	O O O O   O O O O (Movement drops to 6)
	O O O O   O O O O (Movement drops to 5)
	O O O O   O O O O (Movement drops to 4)
	O O O O   O O O O (Movement drops to 2)
	O O O O   O O O O (Movement drops to 0)

OGRE Mk III-B		Production date: 2073 (est.)
4 Missiles (5/96"/5)
	O O O O
2 Main Battery (5/60"/6)
	O O
4 Secondary Batteries (4/48"/4)
	O O O O
8 Antipersonnel (2/24"/2)
	O O O O   O O O O
48 Tread Units: Movement starts at 8
	O O O O   O O O O (Movement drops to 7)
	O O O O   O O O O (Movement drops to 6)
	O O O O   O O O O (Movement drops to 5)
	O O O O   O O O O (Movement drops to 4)
	O O O O   O O O O (Movement drops to 2)
	O O O O   O O O O (Movement drops to 0)

OGRE Fencer		Production date: 2084
4 Missiles Racks (Defense 6)
	O O O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O	O O O O O
2 Secondary Batteries (4/48"/4)
	O O
8 Antipersonnel (2/24"/2)
	O O O O   O O O O
48 Tread Units: Movement starts at 8
	O O O O   O O O O (Movement drops to 7)
	O O O O   O O O O (Movement drops to 6)
	O O O O   O O O O (Movement drops to 5)
	O O O O   O O O O (Movement drops to 4)
	O O O O   O O O O (Movement drops to 2)
	O O O O   O O O O (Movement drops to 0)

OGRE Mk IV		Production date: 2074
3 Missiles Racks (Defense 6)
	O O O
15 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O	O O O O O
1 Main Battery (5/60"/6)
	O
2 Secondary Batteries (4/48"/4)
	O O
8 Antipersonnel (2/24"/2)
	O O O O   O O O O
56 Tread Units: Movement starts at 12
	O O O O   O O O (Movement drops to 11)
	O O O O   O O O (Movement drops to 10)
	O O O O   O O O (Movement drops to 8)
	O O O O   O O O (Movement drops to 7)
	O O O O   O O O (Movement drops to 6)
	O O O O   O O O (Movement drops to 4)
	O O O O   O O O (Movement drops to 2)
	O O O O   O O O (Movement drops to 0)

OGRE Mk V			Production date: 2074
6 Missiles (5/96"/5)
	O O O O O O
2 Main Battery (5/60"/6)
	O O
6 Secondary Batteries (4/48"/4)
	O O O O O O
12 Antipersonnel (2/24"/2)
	O O O O   O O O O   O O O O
60 Tread Units: Movement starts at 8
	O O O O O   O O O O O (Movement drops to 7)
	O O O O O   O O O O O (Movement drops to 6)
	O O O O O   O O O O O (Movement drops to 5)
	O O O O O   O O O O O (Movement drops to 4)
	O O O O O   O O O O O (Movement drops to 2)
	O O O O O   O O O O O (Movement drops to 0)

OGRE Doppelsoldner		Production date:2089
3 Missiles Racks (Defense 6)
	O O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O   O O O O O
2 Main Battery (5/60"/6)
	O O
8 Secondary Batteries (4/48"/4)
	O O O O   O O O O
12 Antipersonnel (2/24"/2)
	O O O O   O O O O   O O O O
60 Tread Units: Movement starts at 8
	O O O O O   O O O O O (Movement drops to 7)
	O O O O O   O O O O O (Movement drops to 6)
	O O O O O   O O O O O (Movement drops to 5)
	O O O O O   O O O O O (Movement drops to 4)
	O O O O O   O O O O O (Movement drops to 2)
	O O O O O   O O O O O (Movement drops to 0)

OGRE Mk VI		Production date: 2088
2 Missiles Racks (Defense 6)
	O O
20 Missiles (Internal) (5/96"/~)
	O O O O O   O O O O O
	O O O O O   O O O O O
3 Main Battery (5/60"/6)
	O O O
6 Secondary Batteries (4/48"/4)
	O O O	O O O
16 Antipersonnel (2/24"/2)
	O O O O   O O O O   O O O O   O O O O
72 Tread Units: Movement starts at 8
	O O O O O O   O O O O O O (Movement drops to 7)
	O O O O O O   O O O O O O (Movement drops to 6)
	O O O O O O   O O O O O O (Movement drops to 5)
	O O O O O O   O O O O O O (Movement drops to 4)
	O O O O O O   O O O O O O (Movement drops to 2)
	O O O O O O   O O O O O O (Movement drops to 0)

Dirtside and Dirtside II are Copyright © Ground Zero Games.
Ogre, Fencer, BPC, and Dopplesolder are Copyright © Steve Jackson Games
This site does not intend to infringe on any Trademark or Copyright
owners.
This site is Copyright © Brian Bell

--

Brian Bell
brian.bell@axom.com

The Full Thrust Ship Registry
http://www.axom.com/bkb/fthome.html
Cygnus Eclipsers' Dirtside II Site
http://www.axom.com/bkb/ds2main.html
Cygnus Eclipsers' Stargrunt II Site
http://www.axom.com/bkb/sg2.html
Cygnus Eclipsers' Ogre Site
http://www.axom.com/bkb/ogre.html
Cygnus Eclipsers' Sci-Fi Games Site
http://www.axom.com/bkb

Prev: Full Thrust 3 rules Next: Re: How to kill a <grav> tank :)