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UNOFFICIAL CHANGES TO THE OFFICIAL
RULES
OGRE (tm) RULE CHANGES
2.00 MAPSHEET
2.011 Craters. There are two types of craters in the game; hot craters and cool craters representing the relative level of radiation that is present in each terrain feature. Hot craters are still very much radioactive and will probably be "fresh" by a few hours at the least (or a day or two at the most). Hot craters are impassable to any armor or infantry unit except an OGRE which treats them as a clear hex for movement and defense purposes. The OGRE must expend one movement point to enter a hot crater. Cool craters are left from previous bombardment and have little or no residual radiation (as far as actual game play is concerned). Cool craters are able to be crossed by all units at a cost of one movement point. A cool crater hex is treated in all other aspects as a clear hex for movement and defense purposes. Only an OGRE may enter a hot crater or stay there. Any unit may enter or stay in a cool crater. All units may fire over at units on the other side of a crater or may fire into the crater at units occupying the crater space, regardless of crater type. The small cracks around a crater do not affect movement or defense. Units inside a crater attack normally but add +1 to their defence factor while in the crater. While in a crater, all of an OGRE's components receive the +1 to defence bonus.
3.015 Mobile Infantry (MI)- These counters come in three types, representing one, two or three strength points of infantry, armed with conventional and anti-tank weapons, tactical and recon drones and using powered battlesuits which greatly increase their mobility. Each battlesuit provides a high degree of protection against NBC threats as well as shrapnel, blast and small arms fire from both unarmored as well as armored infantry. The scenario setup refers to infantry in terms of "strength points," meaing the attack strength of the units; one 3/1 infantry counter equals three strength points.
Historically, each 1/1 Infantry counter represents a single MI soldier in the Combine table of battle or three MI soldiers in the Paneuropean forces. The Combine enjoyed a technological advantage over the Paneuropeans at the start of the Last War making the Combine battlesuits much more effective (though costly to produce and slower to manufacture). The Paneuropeans, in contrast, went with much less expensive battlesuits that could be produced much quicker. In a straight standup fight, a single Combine battlesuit was easily the equal of three (sometimes more) Paneuropean battlesuits. In the closing years of the Last War, the Paneuropeans tried to aggressively close the gap in battlesuit technology resulting in better equipped MI. In that regard, in the closing years of the Last War, each 1/1 counter for Paneuropean MI represents two battlesuit equipped soldiers rather than three, the advancements having been made bringing the standard Paneuropean battlesuits up to a point where two soldiers were as effective, at least in theory, as a single Combine MI soldier though this wasn't easily proven on the battlefield.
5.00 MOVEMENT
5.021 Combining Infantry- The basic infantry counter is the 1/1 counter. Two or three 1/1 counters, or a 2/1 and a 1/1 counter may occupy a hex together, since they are still the equivalent of a 3/1 counter. Infantry soldiers operating in the same hex combine together. increasing both their attack strength and defense factor using highly specialized electronics and software known as SLICS (Squad Level Integration and Countermeasures System). This uplink is done on the fly and is integrated completely into the operation of the individual suits. No further record keeping or paperwork is required. Thus a pair of 1-1 D1 infantry soldiers move into the same hex and begin operating together. They combine to become a single cohesive 2-1 D2 infantry unit. If another soldier were to link up with the 2-1 D2 infantry unit, the new three soldier infantry unit ("squad") would have a rating of 3-1 D3. The squad may unlink at any time and new soldiers may link up to old groups as long as no more than three soldiers are linked at any one time. A soldier automatically unlinks (and thus reverts back to its 1/1, D1 designation) if it moves away from the group or leaves the same hex as the linked group.
5.031 Results of ramming armor units.
Any immobile armor unit (i.e. a Howitzer or any disabled unit) is
automatically
destroyed if rammed. Any armor unit rammed may be able to move
out of the way (at the last possible instant) on a roll of 1, it is disabled on a roll of 2-3 and destroyed on a roll of 4-6.
If the unit was a GEV, it would be able to evade on a roll of 1-2, is disabled
on a roll of 3-4 and destroyed on a roll or 5-6. The player
initiating the ram rolls the die immediately upon ramming.
If the armor unit is only disabled by the ram, the OGRE may expend one more
movement point, stay in that hex, and ram the unit again or it may attack it with one of
its remaining, unused weapons.
Units which "move
out of the way" at the last second do not physically move out of the hex, they
have merely dodged to one side or the other as the Ogre rumbled along, stepping
aside from the path of the onrushing juggernaut.
An Ogre loses
tread units equal to the defensive strength of the unit which is rammed, but
only if the unit is destroyed in the ram. If the unit is disabled,
the Ogre loses no treads. If an Ogre rams a disabled unit
(thus destroying it), it does not lose any treads in the process.
Example: A Mark III Ogre moves from hex 0308 to hex 0207 and rams a heavy tank. The die is rolled and the result is a "1" meaning that the heavy tank just barely managed to evade the charging Ogre. The heavy tank is not moved from hex 0207, it stays there (though its position inside the hex, relative to where it started, will have changed considerably but this has no bearing on the actual mechanics of the game...). The Ogre player still has one movement point left and decides to stay in the hex and try to ram the heavy tank again. The die is rolled and comes up a five, meaning that the heavy tank has been rammed and destroyed (flattened under the Ogre"s treads...). The Ogre loses 3 tread units in this action (the defensive strength of the heavy tank).
5.041 Heavy Powered Suit - in the later years of the Last War, MI were equipped with "heavy powered suits", greatly improved battlesuits, which allowed the soldiers to have a better chance against OGRE AP weapons. By mutual agreement, players may decide that the MI in the scenario are equipped with the later model heavy power suit. If so, then when an OGRE enters a hex containing an (enemy) MI unit, and the OGRE still has any antipersonnel weapons left, the OGRE does not automatically reduce the infantry by one strength point.
6.00 COMBAT
6.091 Infantry Multiple Attacks Allowed. An infantry group (two or more infantry strength points) operating as a larger group may break down its attack strength into separate attacks among different targets if so desired as long as the attacks are carried out in whole numbers only. A 2/1 D2 infantry unit could, therefore, attack one target as a 2/1 attack, or attack two different targets each with a single 1/1 strength attack. Infantry are the only elements which may break their attack strength down and spread that attack strength across different targets (unless otherwise specifically noted). In essence, each soldier in a multi-squad infantry group can attack the same target as the group or attack a different target all together if so desired. The electronics and software described in rule 5.021 above accounts for this. The lowest attack factor must always be a whole number, fractions or percentages are not allowed. No attack factor can be divided into anything less than a whole number. As an example, a 1/1 D1 infantry squad could only attack one target at 1/1 strength. It could not divide its attack strength into, say, two 1/2 point attacks. On the other hand, a 3/1 infantry counter could, if the owing player chose to, make three different 1/1 attacks, or a 2/1 and a 1/1 attack, or one single 3/1 attack in a single turn so long as no more than 3 attack factors were used in total. Attack factors which are not used during the turn may not be "saved up" for use in later turns, attack factors must be used each turn or the attack factors are "lost".
3.00 COUNTERS
3.018 Mobile Infantry (MI)- These counters come in three types, representing one, two or three strength points of infantry, armed with conventional and anti-tank weapons, tactical and recon drones and using powered battlesuits which greatly increase their mobility. Each battlesuit provides a high degree of protection against NBC threats as well as shrapnel, blast and small arms fire from both unarmored as well as armored infantry. The scenario setup refers to infantry in terms of "strength points," meaing the attack strength of the units; one 3/1 infantry counter equals three strength points. Historically, each 1/1 Infantry counter represents a single MI soldier in the Combine table of battle or three MI soldiers in the Paneuropean forces. The Combine enjoyed a technological advantage over the Paneuropeans at the start of the Last War making the Combine battlesuits much more effective (though costly to produce and slower to manufacture). The Paneuropeans, in contrast, went with much less expensive battlesuits that could be produced much quicker. In a straight standup fight, a single Combine battlesuit was easily the equal of three (sometimes more) Paneuropean battlesuits. In the closing years of the Last War, the Paneuropeans tried to aggressively close the gap in battlesuit technology resulting in better equipped MI. In that regard, in the closing years of the Last War, each 1/1 counter for Paneuropean MI represents two battlesuit equipped soldiers rather than three, the advancements having been made bringing the standard Paneuropean battlesuits up to a point where two soldiers were as effective, at least in theory, as a single Combine MI soldier though this wasn't easily proven on the battlefield.
5.00 MOVEMENT
5.021 Combining Infantry- The basic infantry counter is the 1/1 counter (representing one battlesuit equipped Combine soldier or three battlesuit equipped Paneuropean MI soldiers) providing one point of power suited mobile infantry attack strength. Two or three 1-soldier counters, or a two soldier and a one soldier counter may occupy a hex together, since they are still the equivalent of a 3 soldier counter / group. Infantry soldiers operating in the same hex combine together both their attack strength and defense factor using highly specialized electronics and software known as SLICS (Squad Level Integration and Countermeasures System). This uplink is done on the fly and is integrated completely into the operation of the individual suits. No further record keeping or paperwork is required. Thus a pair of 1-1 D1 infantry soldiers move into the same hex and begin operating together. They combine to become a single cohesive 2-1 D2 infantry unit. If another soldier were to link up with the 2-1 D2 infantry unit, the new three soldier infantry unit ("squad") would have a rating of 3-1 D3. The squad may unlink at any time and new soldiers may link up to old groups as long as no more than three soldiers are linked at any one time. A soldier automatically unlinks (and thus reverts back to its 1/1, D1 designation) if it moves away from the group or leaves the same hex as the linked group.
5.084 Effects on Heavy Tanks and OGRES
Water hexes may not be entered by Heavy Tanks. OGREs entering water must move onto the first water hex, pay an immediate "cost" of one movement point, and then come to a stop for the rest of the turn. On the next turn, the OGRE may move through the water at a cost of 2 movement points per hex traveled under water. When an OGRE decides to leave a water hex for a ground hex, it must again pay an immediate "cost" of one movement point and then come to a stop for the rest of the turn. On the following turn, the OGRE may move normally on land.
OGREs cannot "swim" or travel on the surface of the water, they are simply too heavy to do so.
If any OGRE is ever reduced in movement by damage or any other situation to less than 2 movement points while in water then the OGRE is considered to be "stuck" just like it would be in a swamp. The "stuck" OGRE is capable of firing and being fired upon but cannot move for the rest of the scenario.
5.11 Infantry riding tanks. Infantry (of any type) may not "hitch a ride" on friendly armor units or OGRES unless that unit is specifically designed to carry or transport infantry. Infantry riding on armored vehicles would interfere with the advanced active and passive defense systems of these vehicles. Infantry may mount and dismount from dedicated infantry transports subject to rule 5.111 below.
5.111 Mount / dismount sequencing for transported infantry. For an infantry unit to mount or dismount from a transport capable of carrying infantry, the infantry unit must begin the turn in the same hex as the transporting unit. Both units remain in the hex for the entire turn. The infantry unit may dismount any time thereafter, on that turn or a later turn, but may not move "on its own" on the turn that it dismounts. It may fire normally on the turn it dismounts.
5.112 Dismounted infantry that are overrun. (see 6.13) Dismounted infantry that are overrun during the turn that they dismount operate normally for purposes of combat during an overrun situation.
5.113 Effects of damage on transported infantry. Infantry that are being transported are considered destroyed if their transport is destroyed. If they dismount and their transport is destroyed on the same turn that they dismount, they suffer no damage. If infantry mount a transport which is destroyed in the same turn that they mount, the infantry unit is also destroyed along with the transport.
5.114 Infantry attacks while being transported. Unless specifically stated as being able to do such, infantry being transported cannot attack or defend while being transported, nor do they combine their attack and / or defense strength in any way with the transporting unit or any other infantry units being transported by the same unit. Infantry in separate transports in the same hex may not combine until both units wishing to combine have dismounted from their transports. Transported infantry do not combine with other infantry, even if they are in the same hex, unless they dismount first. They may combine with other infantry units in the same hex on the turn after they dismount.
6.00 COMBAT
Since
6.113 Water. An infantry unit in a water hex may attack normally; double their defense strength when they are in water ("water" in this instance is counted as deep river and lake or ocean hexes, not simple streams). Infantry do not "swim" while moving in water hexes (a difficult feat to do while wearing 1500 plus kilograms of equipment and battlesuit !), instead mobile infantry "walk" along the bottom (albeit slowly), walking into rivers, along the bottom, and then up and out on the other side. OGREs in deep water hexes roll along the bed, following the contours (and churning up quite a bit of mud and debris). OGREs moving along the bottom of a river or lake are easy to spot by their tell-tale wake. Infantry are much harder to spot, especially if they are on low emissions operations. Friendly infantry meeting enemy infantry underwater may engage freely in overrun combat if the two units enter the same hex. Infantry may engage in overrun combat with enemy OGRE units traveling underwater and vice versa. Infantry moving underwater may not engage in overrun combat with any other unit except enemy infantry or enemy OGRE units that are moving underwater.
6.131 Attack strength in overruns. Attack strengths of infantry are doubled in overrun attacks, whether the infantry belongs to the attacker or the defender. Disabled units may fire in an overrun situation; any disabled unit in an overrun hex may fire at half of its attack strength. Any CP has an attack strength of 1 in an overrun (0 if the CP is disabled). All other units, including OGREs, attack at normal strength.
6.133 Resolving an overrun attack. (Addition and clarification). During an overrun situation, units are only removed if an "X" result is rolled on the CRT. Units in an overrun situation can become disabled just like in regular combat. A unit that becomes disabled during an overrun situation may attack in later "fire rounds" at half of its attack strength. If a disabled unit receives another "D" result on the CRT, that unit is instead eliminated. Units which are disabled during an overrun situation and survive the overrun situation recover normally just like any other disabled unit.
6.134 OGRE overrun rules. Refer to rule (5.031) above under OGRE RULEBOOK CHANGES to find rules for ramming and damage. An OGRE may ram one enemy unit during each overrun situation (not each fire round). An OGRE loses tread units based on the defensive strength of the enemy unit rammed. Ramming a D0 CP or any other D0 unit in an overrun does not cause the OGRE to lose tread units. An OGRE may not ram infantry of any kind. If an OGRE rams a unit carrying infantry (like a GEV-PC) and successfully destroys the transport then the infantry it was transporting are destroyed at the same time. If damage is called for then the OGRE loses tread units equal to the defensive strength of the transport, not the transport plus the infantry carried. The infantry being transported have no effect on the number of treads lost by the OGRE in a ram.
6.137 "Overrun" situations on water hexes. GEVs are unaffected by water. OGREs and infantry can enter water hexes and can attack normally while there. GEVs may sometimes overrun OGREs or Infantry in the water, or vice versa. GEVs can attack OGREs moving underwater as well as infantry moving underwater. Overruns between underwater infantry and GEVs on top of the water are possible. All OGRE and Infantry weapons work normally while submerged. OGREs and Infantry that are submerged and moving along the bottom of the river or lake may be attacked normally by any unit in range. No unit is required to overrun while it is in the water, but any unit may initiate overrun combat if it chooses to do so. If both units wish to ignore each other by mutual player choice, this is allowed.
8.00 OPTIONAL RULES
8.03 Destruction of town hexes. See rule 8.06 for clarification on this procedure.
8.06 Turning town and forest hexes to rubble. A town, city, or forest hex is turned to rubble after any attack or combination of attacks totaling 100 strength points has been directed against the hex or units in the hex. Spillover fire and overrun attacks counts as full effect in regards to this. Infantry cannot reduce a town or forest hex to rubble as their weapons are simply too light and specialized to cause wide spread damage over a large area.
8.061 Damage to forest, town or city hexes is cumulative and partial damage should be noted on a scratch piece of paper with the simple notation of hex number and points of damage accumulated toward the total required of rule 8.06 above.
8.1 OGRE Rampage- OGREs are the premiere city siege and urban assault weapon employed during The Last War, able to cut roads, highways and railways with ease. A player wishing their OGRE to rampage in a town or city hex simply moves the OGRE into that town or city hex and declares that the OGRE is going on a rampage. Each turn spent in a town or city hex, the OGRE may fire all of its weapons (except missiles) into the town or city hex that it occupies.
8.1a Destruction of roadways and rails- An OGRE of Mark III or larger automatically cuts a road or rail hex whenever it moves across it. If an OGRE of Mark IIII or larger travels along a road, the road is reduced to rubble behind it and considered "cut" for purposes of road travel.
8.1b Destruction of standard bridges - OGREs of Mark III or larger size class can knock down a standard bridge by expending one movement point and announcing that the bridge has been destroyed. Roll a die for each bridge destroyed in this manner. If the OGRE rolls its size class or below on 1D6, then it suffers no damage in the destruction of the bridge. If the die roll is higher than the size of the OGRE, roll 1d6 and apply this amount as damage to the OGRE's treads.
9.04 THE TRAIN
9.0450 Armed-train variation. The train owner may give up from one to two armor units in the scenario's beginning unit selection phase in order to arm the train. For each armor unit given up, the train owner may put one weapon of choice on one of the two hexes of the train (front or back). Weapon choices include placing a single 4/2 battery, two 2/2 batteries, or a single 3/4 missile battery. Only one weapon choice, and no more than one weapon, may be placed within each hex of the train. For example, if the train owner gave up two armor units at the start of the scenario, the train owner could place one weapon in each hex of the train (front and rear) but not two weapons in a single hex of the train. The train owner could place a 4/2 battery on either the front or rear of the train and one 3/4 missile launcher in the remaining hex of the train, or put a pair of 2/2 batteries instead of the larger battery or the missile launcher, making note of which hex of the train contained which weapon.
9.0450a Close-in Defence - The train owner may give up one armor unit (1 point) to put a pair of 1/1 AP batteries on each hex of the train. These AP batteries function like OGRE or Super Heavy Tank AP batteries (i.e. 1/1 against INF or D0 targets only).
9.0450b Weapons on the train - Weapons placed on the train operate just like weapons for armor units, having a 360 degree arc of fire. Train weapons may fire once per turn, cannot be targeted separately, cannot be disabled, and are only destroyed when the train itself is destroyed.
9.0451 Armored-train variation. The train owner may give up two armor units in the beginning selection phase in order to give the train a defense of D4. This represents extra point defense systems, dedicated countermeasures, sophisticated electronics, and additional armor plating to enhance the train's survival.
9.0452 Armed and Armored Train variation. The train owner may upgrade the train to both an armored and armed variant by paying the associated costs found in rules 9.0450 and 9.0451 above.
9.0453 Units being transported by train. Armored units may be loaded onto special reinforced flat bed "low boy" train cars and transported along rails to different areas of the map at far greater speed than they normally could reach those areas under their own means. For each hex of train, up to 6 armor units and up to 15 points of infantry may be transported. To mount the train, the train must be completely stopped. Units may enter a train hex at any point in their movement but must end their movement there if they wish to board the train. On the next turn, the unit is considered to be loaded onto the train securely. Up to six armor units and up to 15 infantry units may be loaded on the train per hex of train per turn subject to the above conditions. Once all units that desire to be loaded are loaded, the train may resume movement on the turn following the turn when the last unit was loaded. The train may, if it is armed, attack and defend normally while units are being loaded.
9.0454 Infantry Hopping Onto Moving Trains. Infantry may try to "hop aboard" a train that is moving. This is automatically successful if the train is moving M2 or slower and the train is friendly. For each extra movement point that the train is traveling in excess of the capacity of the infantry (M2), the infantry unit will undergo a strength one attack on the CRT, even if the train and infantry belong to the same player. Thus if the infantry (M2) were trying to hop onto a train moving M5, they would undergo a (M5-M2) 3:1 attack on the CRT. Any "NE" result means that the attempt was successful. A "D" result means that the attempt was unsuccessful and the infantry unit ends its movement in the hex of the train that they were trying to board. A "X" result eliminates the infantry unit with no damage to the train.
If the train belongs to the enemy and it is armed it may attack the infantry in an overrun situation if it still has attack strength left to do so. If the enemy train is armed with AP batteries, these may be used to defend against the enemy infantry. Infantry may hop off of a moving train at no penalty regardless of train speed (their jets can slow their landing...) but end their movement for the turn in the hex adjacent to either side or the immediate rear of the train. They may attack and defend normally as soon as they exit the train but they cannot begin to move normally until the following turn.
9.0455 Attacking units being transported by train. Armor and infantry units that are "riding" the train may both attack and defend normally (they are on flatbed cars) as well as be attacked normally. The defense value of the train does not apply to any transported units, just the train itself. If a unit being transported by a train is attacked and spillover fire is determined, then all units being transported in that hex of train undergo spillover fire. If the front hex of the train is destroyed, all units being carried by the train and the other hexes of train undergo an immediate 1:1 attack on the CRT. Disabled units are left disabled in the hex of the train wreck. If the second or another hex of the train is destroyed then only units being transported in that hex undergo attack on the CRT. Infantry in a "destroyed section" may attempt a last second "hop off" from the train as the train is destroyed under them. Any infantry that do so land in the same hex as the destroyed train section and suffer an immediate 1:2 attack, being eliminated on either a "D" or an "X" in this instance. If the infantry unit survives, the unit follows all rules as if they had dismounted from a infantry transport capable unit (see 5.111 above).
9.0456 Dismounting armor units from the train. To unload transported armor units from the train, the train must come to a complete stop. On the turn after the train comes to a complete stop, up to six armor units may disembark from the train in that turn. These units are placed in the same hex as the train hex that they were transported in (space permitting, a single counter may be used to represent multiple units). These units may attack and defend normally. On the next turn, they may move normally.
9.0455 Dismounting Infantry from the train. To unload transported infantry units from the train, the train must come to a complete stop. On the turn after the train comes to a complete stop, up to 15 points of infantry may disembark from the train in that turn. Mobile Infantry may otherwise dismount the train at any time at any speed that is within their movement limits. That is, if the train is moving at M2, an infantry unit may "hop off" the train subject to rule (5.111). If the train is moving faster than M2, for each additional hex of speed, the infantry unit will suffer a 1 point attack on the CRT. Thus, if the train were moving at M5, and a infantry unit hopped off the train, it would immediately undergo a 3:1 attack. If the train had been moving at M3, it would only undergo a 1:1 attack. If the train is moving at M2 or M1, then the infantry may dismount and suffer no penalty. Infantry that dismount at any speed (including M0) may be placed in the same hex as the train segment they were being transported on, or in any adjacent hex and are subject to normal infantry dismounting rules (see 5.111 above).
SHOCKWAVE(tm) SUPPLEMENT CHANGES
3.00 COUNTERS
3.012 Missile Crawler- This counter represents a single super heavy tracked vehicle carrying either a single standard Cruise Missile or a pair of smaller Light Cruise Missiles (see Section 4.00). It has two AP batteries which function for all purposes in the same way as the AP batteries on SUPERHEAVY TANKS or OGRES do (see below). The crawler attacks by firing its missile or its dual AP batteries (1/1 against D0 or infantry targets only). The crawler may combine the two AP batteries against a single target (two separate 1/1 attacks) or split the attacks between two different targets. The crawler has a defensive strength of 2 and a movement value of 1. After it has fired its missile payload, movement allowance rises to 2. It is affected by terrain as thought it were a super heavy tank. When a player chooses units at the beginning of a scenario, each missile crawler is worth 3 armor units.
3.014 GEV-PC. This counter represents a GEV personnel carrier. It has an attack strength of 2, a range of 2, and a defensive strength of 2. It has a movement value of 4/3- that is, 4 hexes in the first movement phase and 3 in the second movement phase. It is affected by terrain as though it were a standard GEV. When a player chooses units at the beginning of a scenario, each GEV-PC is considered one and a half armor units, that is it would take a player 3 armor points to buy two GEV-PCs. A GEV-PC can carry three infantry strength points of MI or one strength point of Militia (see Battlefields supplement). See GEV Section 5.11 for movement and combat rules used when infantry ride armored vehicles.
3.017 Truck. This counter represents a single large, heavy duty truck, unarmed and mostly unarmored. It has no attack strength. The Truck has a defense strength of 0- if attacked, it is automatically destroyed. A truck in a town hex, and / or undergoing a spillover attack or overrun attack has a defense strength of 1 for that situation only. A truck, being a wheeled vehicle, has its own set of terrain effects. It has 4 movement points. It pays one point to enter a road hex, 2 to enter a town hex without a road or a clear terrain hex, and 4 points to enter any other type of terrain hex. It may not enter swamp, river, or water hexes. It pays 4 movement points to enter a rubble or debris hex. Two types of Truck exist; flatbed and box. Infantry or militia transported in a flatbed truck can attack normally. Infantry or militia transported in a box truck cannot attack as they are carried inside the cargo box. A truck costs 1/5 of an armor point for purchase at the beginning of a scenario.
3.0171 Armed Truck. This counter represents a single large, heavy duty truck, lightly armed and mostly unarmored. It sacrifices some cargo capacity to mount a dedicated 1/1 AP weapon intended for defense against infantry and D0 targets only. The armed truck is a military transport though similar units were found in militia forces (many were home-built "technicals"). The Armed Truck has a defense strength of 0- if attacked, it is automatically destroyed. A truck in a town hex, and / or undergoing a spillover attack or overrun attack has a defense strength of 1 for that situation only. A truck, being a wheeled vehicle, has its own set of terrain effects. It has 4 movement points. It pays one point to enter a road hex, 2 to enter a town hex without a road or a clear terrain hex, and 4 points to enter any other type of terrain hex. It may not enter swamp, river, or water hexes. It pays 4 movement points to enter a rubble or debris hex. Two types of Truck exist; flatbed and box. Infantry or militia transported on a flatbed truck can attack normally. Infantry or militia transported in a box truck cannot attack as they are carried inside the cargo box. An armed truck costs 1/4 of an armor point for purchase at the beginning of a scenario.
3.018 Hovertruck. Also known as a G.E.T. or Ground Effect Transport. This counter represents a single large cargo hovercraft, unarmed and mostly unarmored. It has no attack strength. The Hovertruck has a defense strength of 0- if attacked, it is automatically destroyed. A Hovertruck in a town hex, and / or undergoing a spillover attack or overrun attack has a defense strength of 1 for that situation only. A Hovertruck has a movement value of 3/2, that is, 3 movement points in the first GEV phase and two movement points in the second GEV phase. Two types of Hovertruck exist; flatbed and box. Infantry or militia transported on a flatbed Hovertruck can attack normally. Infantry or militia transported in a box Hovertruck cannot attack as they are carried inside the cargo box. A hover truck (either type) costs 1/4 of an armor point for purchase at the beginning of a scenario.
3.0181 Armed Hovertruck. Also known as an A.G.E.T. or Armed Ground Effect Transport. This counter represents a single large cargo hovercraft, lightly armed and mostly unarmored. It sacrifices some cargo capacity to mount a dedicated 1/1 AP weapon intended for defense against infantry and D0 targets only. It is a military transport though similar models were also seen among various militia units. The armed hovertruck mounts . The Hovertruck has a defense strength of 0- if attacked, it is automatically destroyed. A Hovertruck in a town hex, and / or undergoing a spillover attack or overrun attack has a defense strength of 1 for that situation only. A Hovertruck has a movement value of 3/2, that is, 3 movement points in the first GEV phase and two movement points in the second GEV phase. Two types of Armed Hovertruck exist; flatbed and box. Infantry or militia transported in a flatbed Armed Hovertruck can attack normally. Infantry or militia transported in a box Armed Hovertruck cannot attack as they are carried inside the cargo box. An Armed Hovertruck truck costs 1/3 of an armor point for purchase at the beginning of a scenario.
3.02 Infantry riding new units. As per GEV section 5.11, infantry units may hitch a ride on certain faster units. New units which can carry infantry and the number of squads they can carry, are: GEV-PC (1 squad), Truck (1 squad), Hovertruck (1 squad). Note that infantry riding a Box Truck or Box Hovertruck are assumed to be riding inside, and cannot use their weapons until they dismount.
3.031 Strongpoint- This counter represents a specially fortified and complex bunker system. (For more detailed rules, see section 5.00 BUILDINGS below).
3.0311 Infantry Barracks- Strongpoints are composed of a modular building design. They are used to house large amounts of troops and to act as "fortresses" It can hold one SP of infantry per 2 structure points it possesses. Infantry may enter or leave the strongpoint by expending one movement point. This places them "on top of" the strongpoint at which point they may then move normally.
3.0312 Armored Bay- For every 5 structure points that a strongpoint possesses, it may also "dock" internally one armor point of vehicle inside the structure. This armor unit may not be attacked nor may it attack normally. Units inside a strongpoint at the beginning of a scenario may be "hidden" from the other players and not detected. These units are only detected when they actually leave the strongpoint. Units stored inside a strongpoint may not be attacked separately nor may they attack while inside the strongpoint.
3.0313 Collapsing Strongpoints- When strongpoints reach zero structure points, they collapse. All infantry and vehicle units still inside a strongpoint that collapses undergoes a 2:1 attack on the CRT. A "NE" result allows the unit to escape the collapse and that unit is placed in the same hex as the collapsed strongpoint. A "D" result buries the unit for a short time but the crew may be able to extricate the vehicle under its own power or by using tools found in most vehicle inventories. Treat the vehicle as being disabled, it may recover normally as if it had been disabled in combat. Any "X" result removes the vehicle from play, it is either so buried that it is unable to be used this scenario or it has simply been crushed beneath the tons of falling debris. Units destroyed as a result of the collapse of a strongpoint count immediately as victory points for the opposing force. Any units which escape the collapse are assumed to expend one movement point in doing so and are placed "on top of" the strongpoint.
3.0314 Strongpoint Size- Strongpoints come in many sizes, the initial structure point rating is decided upon before the scenario begins. The smallest is 5sp in size. There is no limit (for practical game purposes) on how large a strong point may be.
3.0351 Reactor Meltdown- A reactor that is damaged to 6 or less SP runs the risk of a catastrophic meltdown. Each turn, the player owning the reactor rolls one die. If the roll is equal to or less than the SP remaining, the reactor still functions normally. If the roll is greater than the SP remaining, then a meltdown is immanent. Roll one d6 and record the number. This is the number of turns before the reactor goes critical.
3.0352 Reactor Explosion- A reactor that goes critical explodes with enough force to devastate the entire hex. Use rule 4.04 of Shockwave for the detonation of a cruise missile to represent the force of an exploding nuclear reactor.
3.0353 Shutting Down The Reactor- Engineer units (only) may enter the reactor building at any point before actual detonation of the reactor core, even during the turns when a meltdown is occurring and a detonation is eminement. Up to three engineering squads at a time may enter the reactor building and attempt to shut down the reactor before it goes critical. Total up the number of SP of engineer squads that have entered the reactor building and then roll one die. If the die roll is equal to or less than the total number of engineer squads present, the reactor has been safely shut down and there is no danger of a meltdown. Any other result is no effect. Only one attempt to shut down the reactor may be made per turn per squad present (so if three squads were present each squad could make a separate roll). Engineering squads still in the reactor when it goes critical are lost and count immediately as victory points for the opposing player.
4.00 CRUISE MISSILES
4.01 Background- Strategic sized weapons are rare on the battlefield, but they do have their uses. City busting, and taking out large columns of armor, or as a pre-emptive strike against a enemy line in preparation for a large push, all are opportunities provided by the sheer power of strategic grade nuclear weapons, weapons that can only be delivered by the larger battlefield missiles.
4.011 Types of Cruise Missiles- There are two types of Cruise Missiles portrayed in the game; light and standard. Light cruise missiles carry smaller warheads but are cheaper and easier to deploy. Standard cruise missiles carry the largest warheads and are the most effective, but likewise are also the costliest and hardest to deploy. Light cruise missiles operate exactly as standard cruise missiles unless otherwise stated as operating differently.
4.032 Attack Odds- Light cruise missiles do not carry the extensive electronics that the larger standard cruise missiles do, therefore, add an additional +1 to any roll, including all other modifiers, when trying to intercept a light cruise missile.
4.04 Detonation- Use the following table for the detonation of a light cruise missile.
EFFECTS OF LIGHT CRUISE MISSILE EXPLOSION |
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RESULTS | ||||||
UNIT TYPE |
X | 4-1 | 2-1 | 1-1 | 1-2 | NE |
Any D0 unit or any GEV | 1 | 2 | 3 | 4 | - | 5+ |
D1 armor unit or CP | 1 | - | 2 | 3 | 4 | 5+ |
D2 armor unit or CP | 0 | 1 | 2 | 3 | - | 4+ |
D3+ armor unit, train, or CP | 0 | 0 | 1 | 2 | - | 3+ |
Infantry (each squad) | 0 | - | 1 | 2 | - | 3+ |
Town or forest hex | 2 | 3 | 4 | 5 | - | 6+ |
Road, railroad, or bridge | 0 | - | 1 | - | 1 | 2+ |
OGRE (each component) | 0 | - | 1 | - | 1 | 2+ |
Building (less than 20sp) | 0 | - | 1 | - | 1 | 2+ |
Building (21 to 50sp) | 0 | - | - | 1 | - | 1+ |
Building (51+sp) | 0 | - | - | - | 1 | 1+ |
4.036 Cruise Missile Silo. This structure represents a long term, hardened and well prepared cruise missile launch site built mostly underground with hardened launch facilities, command and control center, and underground protected missile storage bays. Any number of cruise missiles may be stored at this facility but each must be purchased separately. The Cruise Missile Silo has 30 structure points and can launch one cruise missile per turn. When it reaches 10SP, it cannot launch anymore cruise missiles, but is not counted for victory points until it is completely destroyed (0 SP). It has a defense of 4 due to dedicated point defense systems and electronic counter measures which exist at the installation itself. When the Cruise Missile Silo is destroyed, any un-launched cruise missiles contained at the silo are also considered destroyed and count as victory points (they are buried so deep under so much rubble that the enemy is probably not going to bother with digging them out again). These destroyed cruise missiles have no chance to detonate as per rule 4.033. Only one cruise missile silo may be placed per hex. Cruise Missile Silos can be placed in any hex except river, swamp, water, or a crater hex. Cruise Missile Silos placed in town or city hexes benefit from the defense bonuses of those hexes. Cruise missile silos which are owned by the same player may be "linked" by underground rail system for the transport of missiles. If one silo is no longer able to fire missiles, any remaining missiles at that silo may be transferred to another silo via underground transport rail tube at a rate of up to 2 missiles per turn. The underground transport system has a speed of two hexes per turn, and it will take an additional two turns once the missiles arrive to remove them from the transport system and load them into the launch system at the secondary launch site.
4.037 The Noble Sacrifice. If an OGRE decides to sacrifice itself, it may drive onto the silo and park itself over the launch port. If the silo owning player fires any cruise missiles, they explode immediately. The OGRE immediately ends movement, takes 10D6 damage to its treads and suffers an immediate 2:1 attack against each of its components. The installation immediately suffers 5d6 worth of damage. The explosion is limited to the single hex and there is no spillover effect. Only Mark III or larger OGRES may park on top of and block the launching of cruise missiles in this manner. Even if the silo is capable of launching cruise missiles, the OGRE (or the wreckage of the OGRE) must still be removed from the launch port. Small problem. In any case, the silo is out of commission for the rest of the game.
Cruise missile silos may be attacked by infantry according to Section 5.00 below, BUILDINGS.
4.07 VP value of missiles- Strategic missiles are expensive. When a light cruise missile is expended the opposing player scores 6 VP. When a standard cruise missile is expended, the opposing player scores 12 VP.
5.00 BUILDINGS
5.01 General- The CP units in Ogre and GEV represent small, modular structures, protected mostly with ECM / ECCM and perhaps a few inches of BPC or a few feet of earth thrown up around a prepared, dug in position. The town hexes are assumed to consist of ordinary wood and brick buildings as well as contemporary glass, cement and steel structures. A large structure, built from steel or alloys and reinforced with concrete or pourstone can be constructed to withstand severe damage, and may be as heavily armored or even more so than an OGRE! These structures are far sturdier than anything else represented in the game and as such, no single attack with anything less than a Cruise Missile will destroy such a structure.
5.011 Entering and Leaving Buildings- Any infantry unit (MI, Militia, Marine, Engineer, etc.) may expend one movement point to enter or leave either an unoccupied building, or a building occupied by a friendly unit. If the building is occupied by a enemy infantry unit, the friendly infantry unit may try to enter the building, initiating an overrun attack immediately (see rule 5.013 below).
5.012 Using Buildings As Cover- Each building may hold one strength point of infantry per 5 structure points of building capacity. This does not count towards any stacking limits per hex normally enforced regardless of how many infantry occupy each building within a specific hex. Thus a building with 10 structure points could accommodate two single infantry squads or a 2/1 strength infantry unit. Armor units may not use buildings as cover or enter buildings at all unless otherwise noted. Any infantry within a building may not be targeted individually. Infantry inside of a building do not take damage from any attack, such damage is absorbed by the building in turn, until the building itself has had its structure points decreased to zero. When the building reaches zero structure points, it collapses doing a 1:1 attack on any infantry units inside. Infantry may enter or leave a building at any time, expending one movement point to do so. Infantry inside of a building have the same defensive bonuses as the terrain that the building is located in and other than the building's ability to absorb damage normally intended for the infantry unit itself, offers no other defense.
As a building takes damage, its ability to accommodate infantry also decreases. The number of infantry units which may occupy a building is determined at the beginning of each turn. Any excess units beyond the building's capacity (due to damage or other actions) must leave immediately. These units are placed "on top of" the building but do not have to expend a movement point to do so (their cover was blown away from them by the damage, opening them back up to the outside).
5.013 Assaulting Held Buildings- A vacant building may be claimed by any infantry unit regardless of player side, up to the maximum capacity of the building as determined by rule 5.011. If an enemy unit is currently occupying the building, a friendly unit trying to enter the building initiates an overrun attack immediately. In an overrun attack between infantry contesting ownership of the building, both the infantry units and the building itself takes damage. This represents the bitter reality of room clearing and other urban warfare tactics. During an overrun attack by infantry against enemy infantry inside a building, take the sum total of all squads involved and apply this as damage to the building towards the capacity of its structure points. Do this before resolving any attack outcome of the infantry assault. If the attack is successful, then the attacking infantry unit automatically moves into the building to occupy it.
5.014 Lending Support Fire To Assaults- Units with AP batteries may lend this type of weapons fire to the assault, adding directly to the attack strength of the assaulting infantry unit. Other types of weapons may be used but would only harm as many friendly infantry in the assault and harm the building directly (which might need to be captured for victory or scenario purposes). If an armor unit decides to lend its non-AP firepower to the assault, any damage is done directly to the building structure limit itself (as dictated by rule 5.041 below). One half of this attack strength, rounded up, is directed as an attack against the friendly infantry initiating the overrun attack (as collateral splash damage, since the overrunning infantry are outside trying to get in, and don"t have the advantage of the protection of the building). The infantry inside of a building are unharmed by any firepower that is "lent" other than by AP batteries.
5.015 Friendly Fire During Assaults- If a building is being overrun by enemy forces, friendly forces may fire "on the building" to assist in trying to prevent the enemy infantry from successfully assaulting the building, but at a high cost. In conjunction with rule 5.014 above, any friendly fire directed to protect a building from being assaulted does half damage to the building and attacks at full strength against the infantry units assaulting the building. Using this tactic, it may be possible to lend aid to the besieged units but the building itself is going to get damaged in the process. Friendly units within the building do not suffer any damage from friendly fire until the building reaches zero structure points.
5.016 Exceeding Structure Point Damage- When a building reaches zero structure points, it collapses doing an immediate 1:1 attack against any infantry still inside. If a single attack takes a building from positive structure points to negative structure points, then any attack strength points that exceed the building structural capacity are divided by two (rounding up) and then translated directly into attack strength points against the infantry occupying the building. For example; a single squad of infantry is occupying a building that has three structure points left. A heavy tank fires on the building, doing 4 points of damage, doubled due to the nature of its weapons to 8 strength points. This translates to 8 structure points, taking the building to 3 to negative 5. The infantry inside the building undergo a 3 (5 divided by two, rounded up) point strength attack.
5.041 Regular Attacks- Any unit with an attack strength may attack a building. AP weapons have full effect on buildings. All weapons fired at buildings automatically hit the building if fired at a building within range. Any weapon fired at a building does damage equal to their attack strength. Thus an OGRE main battery, with an attack strength of 4, would do 4 structure points of damage to a building. If the OGRE fired four AP batteries at the building, it would only do 4 structure points of damage to the building.
6.00 LASERS
6.021 Pulse Lasers. Any laser may fire at a lower power setting and a higher frequency. As such, a laser may fire two 1 point attack strength pulses per turn instead of the normal single two point attack strength beam. Range is unaffected. Firing in rapid pulse mode allows a laser to fire on a particular cruise missile up to twice per turn. The laser may spread its attack strength evenly between two different Cruise Missiles. Rule 6.04 still applies even when firing in pulse mode.
6.09 Overruns. A laser being overrun fires at normal strength. A damaged laser does not fire at all.
BATTLEFIELDS(tm)
3.00 MILITIA
3.01 Militia Units. A "militia" unit represents a platoon of twenty to thirty individuals equipped with limited resources and training. They do not have battlesuits, instead, the best equipped militia units have combat environment suits (CES). CES are sealed against NBC and offer some (limited) protection from shrapnel. Limited vision aids (mostly low light and telescopic) are included at the soldier level and basic communication exists between all members of the platoon with the commander having communication links to the command levels of other platoons or whatever is acting as the headquarters for this unit. Weapons are limited to small arms, (sometimes outdated examples of such), assault rifles, grenades, basic explosives and very limited anti-vehicle capacity (mostly single-shot, disposable fire-and-forget anti-tank missiles). Militia are, traditionally, untrained or have very little training. A trained or experienced militia might represent a group of local reservists, active guerillas, freedom fighters or even deserters from one of the powers that be who have banded together. Militia might be the area's only heroes or the scourge of the local country side.
3.032 Militia Riding Vehicles. Militia may ride certain vehicles as described below. They mount and dismount like other infantry. They may not attack or defend while mounted, even if they are riding open topped or flat bed equipped vehicles. If they are attacked separately from their carrying vehicle, they are automatically destroyed. The carrying vehicle may experience spillover fire from the attack normally.
3.033 Vehicle Capacity for Militia. A truck, armed truck, hovertruck, armed hovertruck or GEV-PC may carry one squad of militia at a time. This is due to the fact that these people are not trained for rapid deployment or efficient use of vehicle space for storing equipment. Most are simply throwing their gear in the back then hanging on for dear life while the vehicle speeds off to their destination.
3.04 Militia Attack. Militia attacks are not doubled in overrun situations. Their lighter weapons and cut-rate electronics prevent them from being as effective in close combat as other, better equipped units are.
3.05 Militia Defense. Militia are unarmored and poorly trained. They take double casualties from any AP type weapon. When any non-AP type weapon attacks a militia unit, a "D" result destroys one squad of militia while an "X" result destroys two squads of militia. Militia are attacked at the 2:1 odds column when they are engaged by AP weapons found on OGREs, Super Heavy Tanks or other units. If using Rule (?.??), an OGRE that enters a hex containing Militia automatically uses its AP weapons to reduce the Militia units present by two strength points. If this eliminates the Militia in the hex, then remove the Militia counter immediately. Any "overkill" is ignored, does not count as spillover fire, and cannot affect any other unit in the hex (even D0 units). The OGRE may spend an additional movement point, stay in the hex, and reduce any Militia present by another two strength points.
3.051 Militia Defense vs. Shockwave. Militia are unarmored and extremely fragile. Ground burst and airburst weapons were designed to destroy units like militia with ease. They use the "D0 Armor Unit or any GEV" line of the Effects of Missile Explosion Table (Shockwave 4.04). They get the same defensive bonuses as infantry: +1 in forest or swamp, +2 in town or rubble.
3.06 Militia in Overruns. Militia unit attack strength is not doubled in overruns. Any overrun situation where regular MI infantry and militia are involved on one side, any infantry casualties required to be taken in an overrun situation MUST BE TAKEN FIRST from militia units that are present. Militia were always the first to suffer casualties with regard to unit losses. For example, two MI units and a Militia unit enter into an overrun situation. The result calls for the elimination of two infantry strength points from the attacker, the first of which must come from the Militia unit that is present.
3.07 Militia vs. MI. In any situation where Militia overrun MI or MI overrun Militia, the Militia immediately lose one strength point due to the MI's advanced anti-personnel weapons. If this reduction eliminates the Militia unit, the Militia unit does not get an attack during the overrun.
Militia movement.