From: Brian Bell <bkb@b...>
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