%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %/ Gekkonidae:714-963-4278 \% % % % Ogre Docs % % Supplied & Typed by % % Gumball % % % %\ Edge of Reality:818-242-6218 /% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% I typed these docs out of the orginal role-playing game manual, they are basically the same as those of the computer game. I have added to and subtracted from various parts of the docs, so they will mostly go along with the computer game. Now, onto the dox! %%%%%%%%%%% %/Preface\% % to % %\ Ogre /% %%%%%%%%%%% Technology governs strategy. The tank-type vehicle, considered obsolete by the end of the 20th century, ruled the battle fields of the 21st. Several factors led to the reappearance of mechanized warfare. The first, of course, was the devlopment of the biphase carbide armor. Stronger than any steel, it was also so light that even an air-cushion vehicle could carry several centimeters of protection. The equivalent of a ton of TNT was needed to breach even this much BPC armor - which meant that, in practice, nothing less than a tactical nuclear device was likely to be effective. Infantry, which had for a time eclipsed the tank, declined in importance. Although an infantryman could carry and direct a tactical nuclear missile, he had to be extensively (and expensively) protected to survive the nuclear battlefield. Thus, the "powered suit" was developed. Four cm of BPC, jet equipped, it could guard a man for about a week (in increasing discomfort) from shrapnel, background radiation, and biochem agents. However, the cost of equipping infantry reduced their value. They were still more flexible and maneuverable than armor, and now they were almost as fast - but they were no longer cheaper Long range nuclear missiles, which had been expected to make a mockery of "conventional" operations, likewise declined in value as jamming technology and laser countermeasures improved. Without satellite guidance, no missile could hit a less-than-city-sized target at more than 30km - and no combatant could keep a spy satellite operational for more than an hour. Missiles big enough to carry jam-proof guidance systems were sitting ducks for the big laser batteries - for, although lasers had proved too temperamental and fragile for battlefield use, they were fine as permanent AA units. Thus, the tank-type vehicle - fast, heavily armed and armored, able to break through enemy positions and exploit disorganization - returned to wide use. And, once again, planners fretted over priorities. More guns? More armor? More speed? Increase one, and lose on the others? Increase all and build fewer units? Some interesting companies appeared. The 21st-century infantryman, especially with the later "heavy powered suit," was a tank in his own right, at least by 20th-century standards. The armored hovercraft or Ground Effect Vehicle (GEV), equipped with multi-leaf spring skirts for broken ground, could make 120km/hr on any decent terrain, and 150 on desert or water. Conventional tanks were slower but tougher. All fired tactical nuclear shells. The ultimate development of the tank-type weapon, though, was the cybernetic attack vehicle. The original tanks had terrorized unsophisticated infantry. The cybertanks terrorized EVERYONE, and with good reason. They were bigger (up to 50 meters), faster (hovercraft models proved too vulnerable, but atomic powered treads moved standard units at 50kph or better) and more heavily armed (some had firpower equal to an armor COMPANY). And two to three METERS of BPC armor made them nearly unstoppable. what made the cybertank horrifying, though, was its literal inhumanity. No crew was carried; each unit was wholly computer-controlled. Although true mechanical intelligence had existed as early as 2010, and fully autonomous factories and military installations were in wide use by the middle of the century, the cybertanks were the earliest independent mobile units - the first true "robots." Once the first cybertanks had proved their worth, development was rapid. The great war machines aroused a terrified sort of fascination. human warriors devoutly hoped never to confront them, and preferred to keep a respectable distance - like several kilometers - even from friendly ones. They were just too BIG. One fact, more than anything, points up to the feeling that developed toward the cybertank. Unlike other war vehicles, they were never called "she." Friendly units of the speaker's acquaintance were "he;" others were "it." And the term "cybertank" was rarely used. People had another name for the big war machines - one drawn from the early Combine units and, before that, from dark myth. They called them Ogres... %%%%%%%%%%%% %/ Ogre \% % the % %\ Game /% %%%%%%%%%%%% -------------- - 1.00 - -Introduction- -------------- General In its basic version, OGRE is a two-player game (although easily played by one player on the computer version) representing an attack by a cybernetic fighting unit - the Ogre - on a strategic command post guarded by an armor battalion. Playing time is between 30 minutes and 1 hour (although somewhat shorter in the computer game). Basic scenario This represents an Ogre attack on a heavily-guarded command post. the defense sets up first. The defending player gets 20 points of attack strength (explained later) of infantry and 12 armor units. Each howitzer the defender takes counts as TWO armor units. These units are set up in the obstructed area of the map, as is the command post. In addition, all but 20 attack strength points of the defender's force must set up on or behind a line drawn between the two crater hexes at the map EDGES. The attacking player takes a single Ogre Mark III and moves first, entering anywhere on the bottom of the map. Victory conditions are as follows: All defending units destroyed: complete Ogre victory. Command post destroyed and Ogre escapes from bottom of the map: Ogre victory. Command post AND Ogre destroyed: marginal Ogre victory. Command post not destroyed, but Ogre escapes: marginal defense victory. Command post survives, Ogre destroyed: defense victory. Command post and at least 30 attack points of defense force survive: complete defense victory. ------ -2.00- -Map!- ------ General The map is divided into hexagons, or "hexes," each of which represents an area 1500 meters across. Each turn represents 4 minutes. Terrain features on the map are: Craters Hexes containing craters are impassable. No unit may move into or over a crater. Units MAY fire over craters. Rubble The heavy markings along some hexsides indicate lesser obstructions. Only Ogres and infantry may cross these hexsides. Units MAY fire over rubble. ---------- - 3.00 - -Counters- ---------- Standard counters I forgot what order they are in the game, but here is a list of the playing pieces (counters): Heavy Tank...................Your Standard heavy tank Missile Tank.................Less armored missile-firing crawler vehicle Ground Effect Vehicle (GEV)..Single, highly mobile, armed and armored air-cushion vehicle. Each GEV may move TWICE per turn. Howitzer.....................Non-Self propelled missile cannon Infantry.....................Three types, represented by a 1, 2, or 3 squads of infantry, armed with conventional and antitank weapons and using powered suits which greatly increase their mobility and provide some radiation and shrapnel protection. "Armor unit" designation The above standard counters (other than infantry) will sometimes be referred to as "armor units." Command Post (CP) This counter represents a strategic communications center. It is immobile and has an attack and defense strength of zero; that is, any attack automatically destroys it, and it may be rammed by an Ogre without damage to the Ogre. A player whose CP is lost has lost the game, but may continue to fight and inflict damage on his opponent. Ogre counters These counters appear in two types: Mark III and Mark V. Each represents a single robotic fighting machine, equipped with guns, missiles, anti-personnel weapons, and heavy armor. The Mark V is larger and more formidable than the Mark III. ------------ - 4.00 - - Turn - -Sequencing- ------------ Turns OGRE is played in turns. During his turn, each player may move any or all of his units, and fire with any or all of them, as long as each unit fires only once and (except GEVs) moves only once. Basic scenario sequence The turn sequence is as follows: Ogre moves Ogre fires Defender's armor units disabled the PREVIOUS turn become un-disabled Defender moves Defender fires Defender moves GEVs their second (3 hex) movement phase ------------ - 5.00 - - Movement - ------------ General Here is the list of vehicles and how many hexes they can move per turn: Vehicle | # of moves --------|----------- Hvy Tank| 3 hexes Msl Tank| 2 hexes Howitzer| 0 hexes GEVs | 4/3 hexes (4 first movement turn, 3 the second) Infantry| 2 hexes Ogre | 3 hexes CP | 0 hexes ==================== Stacking Units may not be stacked; that is (with the exceptions noted below) only one unit at a time may occupy each hex. Combining infantry The basic infantry counter is the 3-squad counter. Two or three 1-squad counters, or a 1-squad and a 2-squad counter, may occupy a hex together, since they are still the equivalent of one 3-squad counter. Join the infantry with the choice "Combine". Movement through other units Any unit may move THROUGH a hex occupied by a friendly unit, as long as the two do not end the turn on the same hex. No unit may move through a hex occupied by an enemy unit, except as described under Ramming, below. Ramming An Ogre may damage or destroy enemy armor units by ramming. Ramming a unit is accomplished by moving onto or through its hex. Results of ramming armor units Any IMMOBILE ARMOR UNIT (i.e., a Howitzer or any disables unit) is destroyed if rammed. Any ARMOR UNIT rammed has a 50/50 chance of being disabled/destroyed, respectively. If the armor unit is only disabled, the Ogre can expend another movement point and stay on the same hex, and ram again. An Ogre loses two tread units (explained later) for ramming a heavy tank and one tread unit for ramming any other armor unit. Movement after ramming If an Ogre still has movement left after ramming, it may continue to move. However, if loss of tread units due to the ram reduced the Ogre's movement points, it may move only the reduced number of hexes that turn. Ramming CPs An Ogre may ram a CP, destroying it. Since the CP has no defense strength, the Ogre is unhurt. Limit on ramming An Ogre may ram no more than twice per turn. Armor units ramming Ogres An armor unit may ram an Ogre by moving onto its hex. The Ogre loses one tread unit automatically; the armor unit is destroyed. Infantry overruns An Ogre may not ram infantry, but it may move onto or over an infantry hex as though the infantry was not there. If the Ogre has ANY antipersonnel weapons left, the infantry unit is automatically reduced by one strength point. An Ogre may choose to expend another movement point stay int the SAMN hex, and reduce the infantry again. GEV double movement A GEV may move twice per turn - once (up to 4 hexes) before combat, when all other units move, and once (up to 3 hexes) after combat. Ogre movement points An Ogre begins the game with 3 movement points. This may be reduced by damage to its tread units as the game progresses. ---------- - 6.00 - - Combat - ---------- Sequencing A combat phase occurs after each movement phase (except GEV second-phase movement). Combat factors The following is a list of each counters combat factors, it is expressed by two numbers divided by a slash. The first number shows the unit's ATTACK STRENGTH; the second shows its range - that is, the maximum number of hexes at which that unit may attack. Defense strength Also included in the table is the defense strength of the armor unit. Vehicle | Combat factor | Defense strength --------|---------------|----------------- Hvy Tank| 4/2 | 3 Msl Tank| 3/4 | 2 Howitzer| 6/8 | 1 GEVs | 2/2 | 2 Infantry| 3/1 | 3/3-2/2-1/1 CP | 0/0 | 0 ========================================== Ogre | | Mark III| | ------------------------------------------ 2 msls | 6/5 | 3 (each) 1 Mn Bat| 4/3 | 4 4 Sc Bat| 3/2 | 3 8 anprs | 1/1 (against infantry/Cp only; DS:1 ------------------------------------------ Ogre | | Mark V | | ------------------------------------------ 6 msls | 6/5 | 3 2 Mn Bat| 4/3 | 4 6 Sc Bat| 3/2 | 3 12 anprs| 1/1 (Same as above)1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ogre tread units These units represent the state of the Ogre's treads and motors. Damage slows the Ogre. A Mark V begins with 60 tread units; a Mark III begins with 45. When an Ogre's tread units are reduced to 2/3 their original total, the Ogre's movement points are reduced from 3 to 2, and so on, when the Ogre cannot move, it can STILL fire. The Ogre does not expend tread units simply by moving. Attacks Don't worry about it, the computer won't cheat ( I hope ). Weaponry It is assumed that most weapons are heavy rapid-fire canon using tactical nuclear shells, effectively capable of fire in any direction. Each standard unit may apply its attack strength once per turn. However: Antipersonnel Ogre antipersonnel weapons are effective only against the infantry and the CP. No infantry unit may be attacked more than once per turn by antipersonnel. When all AP weapons are gone, an Ogre can no longer reduce an infantry unit's strength by 1 by entering its hex. NOTE: Any weapon may be used against infantry. AP weapons are useless against anything BUT infantry and CPs. Missiles Each Ogre missile is a one-shot weapon. Once used (or if destroyed before firing) it is gone. Destroying Ogres An Ogre is not destroyed until all its weapons and tread units are gone. Combat in same hex If an Ogre ends its movement in the same hex with an enemy unit, combat between them occurs as though they were in adjacent hexes. ---------- - 7.00 - - Ending - - The - - Game - ---------- The end The game ends when the attacking force is destroyed, withdraws from the bottom of the map, or if the defense is destroyed. FINISHED! Still with me? Well, hoped this helped you out, and I hope you enjoyed the preface, ect. I typed these docs to give you the real "feeling" of the game.... I ask that no one put their name on top of mine, as I have spent a long time on these docs.... Gumball.... _____________________________