Ogre Miniatures Update
Ogre Miniatures Update
UPDATE
PAGE 4 PAGE 10
The first paragraph under Ogre Mark III should end
In fact, the scale of the miniatures is intended to be with the sentence “It starts the game with 45 tread units
1/300 rather than 1/285, for all that distinction may and a move of 6”.”
be worth when applied to fictional units.
PAGE 10 PAGE 11
Add a new section:
The first paragraph under Ogre Mark V should end
with the phrase “and a move of 6”.”
OGRE VULCAN
Points: 150 or more, by scenario
PAGE 11 The Vulcan repair and recovery cybertank was the
The Ninja miniature was released in 2003, but it’s so Combine’s solution to the logistic problem of delivering
stealthy that you can’t see it. an Ogre quickly. An Ogre could be shipped in modules,
Not buying that? All right, try this: the Ninja was sea-freighted or even airdropped, and assembled in the
sculpted in 2003, but only now, to go with the release of field. But there were some places where human assembly
this edition of Ogre Miniatures, is it available. It’s a crews couldn’t go . . .
Warehouse 23 exclusive; you can find it at: The Vulcan was built on a Mk. III-B chassis, with huge
www.warehouse23.com/item.html?id=SJG10-0108 three-fingered manipulator arms replacing the main bat-
Ninjas have been accompanied on missions by a vari- teries. For purposes of size and ramming, treat it as a
ety of drones: recon, security, and simple distraction. Mark III.
None of these are very large, but some might be danger- The Vulcan was not intended for combat at all. The
ous. The GM is encouraged to be creative. original design was unarmed, but the generals – and
Add another advantage for the Ninja: the self-aware Ogres already in existence – insisted on
“Units cannot combine fire against the Ninja unless some self-defense capability in case of surprises. How-
they are attacking from an adjacent hex. Units farther ever, all it has are two secondary batteries and six AP guns.
away must take their shots individually.” The manipulator arms are intimidating, but they are
not effective weapons against anything faster or better
armored than a human being. Each arm may be targeted
separately, and has D2.
Each Vulcan carried a dozen small drones for mainte-
nance and assembly work. Usually a Vulcan would be
accompanied by one to four heavy maintenance drones . . .
basically, a Heavy Tank chassis with a single large manip-
ulator arm, which the Vulcan could use as one if its own.
Lighter than a Mark III, but built on the improved III-B
chassis, it was significantly faster: It starts with a move of
8”. It has 48 movement points.
The Vulcans were all self-aware, and they also knew
PAGE 11 perfectly well that they were scarce and hard to replace.
Replace the entire Mk. VI description with: Therefore, they exhibited even more caution than other
self-aware units.
OGRE MARK VI Vulcans also got along better with humans than did
Points: 250 most Ogres. The Vulcans worked closely with human
The biggest war machine ever built by the Combine, techs, considered “their” crews to be valuable assets, and
the Mark VI dwarfed previous Ogres. It carried three went to surprising and ingenious lengths to protect them.
main batteries, three secondary batteries, 16 antipersonnel And, while many Ogres displayed a warrior’s frightening
guns, six external missiles, and three missile racks (with sense of humor, Vulcan humor tended to be actually
12 internal missiles). It starts the game with 72 tread units funny, even silly. How much of this was “real” is any-
and a move of 6”. one’s guess, but the result was that experienced tech
The Mk. VI was designed to be a terror to all who crews could work efficiently, and even comfortably, with
encountered it – infantry, armor, and even other cyber- Vulcans, and Vulcans often became unofficial liaisons
tanks. It was never produced in large numbers, and the between human and Ogre elements.
OGRE MINIATURES Errata, Addenda, and FaQ 3
CARGO CAPACITY ● To secure a damaged armor unit in the field and
The Vulcan has enough internal cargo space to carry a winch it onto the top cargo area: two turns.
dozen Ogre missiles, or two squads of battlesuited ● To unload all palleted cargo from either the top or
infantry if they’re not claustrophobic, or six palleted interior: two turns. A drone is necessary in order to
LADs, or an equivalent load. This storage space will sur- remove cargo from the interior, and having extra drones
vive as long as the Ogre does. The Vulcan’s top cargo area won’t speed the task.
can carry a unit or units totaling Size 4, or four battlesuit ● To assemble an Ogre from its modular parts:
squads, or 12 palleted LADs, or two dozen Ogre missiles, Mark II – four turns.
but these are exposed. Armor units will be exposed to Mark III – 10 turns.
spillover fire from anything that hits the Vulcan. Palleted Mark IV or V – 20 turns.
items, missiles, and so on will simply be destroyed if the Vulcan or Ninja – 24 turns
Vulcan is hit.
The Vulcan can also carry a payload of a single spe- Mark VI units were never delivered in modular form.
cially “palletized” Gremlin LGEV and launch it while the Vulcans were, but were almost always delivered to safe
Vulcan continues normal movement, if it’s on the road or areas for assembly. They were too scarce to drop into a
clear terrain. The Gremlin moves 2” from the drop point potential combat zone unless a great deal was at stake.
on the turn it is dropped, and has normal movement there-
after. Alternatively, a Vulcan can carry two Gremlins with FIELD REPAIR
fins detached, to be unloaded and set up in one turn each Repairing actual damage to an Ogre took considerably
by the Vulcan’s drones. This capability didn’t see much longer. The times below assume that replacement parts
use, because tactically there was usually something more are at hand. Replacements may be salvage from other
useful to the Vulcan’s mission than a fast recon unit . . . Ogres, but it will take at least twice the time to remove
or, if fast recon was needed, it wasn’t worth hazarding a them from the old Ogre than it does to install them on the
Vulcan to transport it. new one . . . and the GM may set scenario conditions that
The rear cargo area is accessed by a retractable ramp, make the salvage take much longer.
useful in vehicle recovery. ● Tread units: Roll one die per tread unit for the num-
ber of minutes the task will take. A turn is four minutes.
MAINTENANCE, CONSTRUCTION, AND ASSEMBLY ● Secondary batteries: Roll a die. On a 1, the nearby
The list below is not exhaustive; it covers the common- hull damage is too great for the gun to be replaced.
est jobs a Vulcan might be given, but referees should Otherwise, multiply the die result by 15 for the number of
extrapolate from this to set logical times for anything that turns that will be required.
a Vulcan could reasonably do. ● Main batteries: Roll a die. On a 1 or 2, the nearby
These times assume “three arms” – an undamaged hull damage is too great for the gun to be replaced in the
Vulcan assisted by a single heavy drone. Scale up propor- field. Otherwise, multiply the die result by 15 for the
tionately if the Vulcan has more heavy drones – it can number of turns that will be required.
control up to four – and scale down if the Vulcan has no ● Exterior missile tubes and missile racks cannot be
drone or has lost an arm. Combat Engineers or skilled repaired in the field in a reasonable time frame.
human techs could also assist a Vulcan, but that is best left
for a refereed situation. POINT VALUE
● For anything that Combat Engineers could do, a A Vulcan cost more than a Mark V did, so it should be
Vulcan with a full complement of light drones is the worth at least 150 points. The exact cost could vary by
equivalent of four squads. Each Heavy Drone adds scenario. There is no reason to include a Vulcan in a sce-
another two squads. nario unless the proper use of its special abilities can spell
● To reload an Ogre exterior missile tube, if the mis- the difference between victory and defeat.
sile is available: one turn. A missile can only be reloaded
if it was fired normally; if it was destroyed, its launching VULCAN HEAVY DRONES
tube is gone. Vulcan heavy drones have no attack ability, and move
● To reload an Ogre interior missile bay: Two turns to and defend as Heavy Tanks. A heavy drone can pick up
open and prep it, then one turn per missile, then one turn and carry one cargo pallet across its prow. Picking it up or
to close the bay. The missiles cannot fire until the bay is putting it down takes one turn.
closed.
PAGE 17
In the Size Table, a Size 6 unit such as the Ogre Mark
II should require 15 INF to move.
PAGE 25
The advertiser on this page, DCP, is no longer produc-
ing these structures. They were closed for years, but as of
PAGE 18 late 2007, Darell Phillips announced that he was getting
back into the business, which is great news for minis fans.
Please note that the advertiser on this page, Ral Partha,
no longer exists. All the units listed here except the The DCP site is at www.detailedcastingproducts.com.
Paneuropean Missile Crawler are available from All these resin buildings are out of production, but they
Warehouse 23 (www.warehouse23.com). We did not might return!
receive a complete master for the Missile Crawler when The Combine and Paneuropean command posts and
we bought the minis line back, and it has never been res- the Laser Turret are currently available, in metal, from
culpted. Someday . . . Warehouse 23 (www.warehouse23.com). The other units
can be represented by SF buildings from other manufac-
turers, or scratchbuilt.
PAGE 35
In the second paragraph of Resuming Play After
Overrun, “any attacker with at least 2” of movement
PAGE 33 remaining” refers only to units that participated in the
A clarification under Friendly Fire Isn’t: The 6” is original overrun. They are, in effect, hanging around and
measured from the firing unit to the friendly unit in ques- taking more shots at the helpless target.
tion, not to the target unit.
Also, if a friendly unit within 6” that is firing on the
target unit, it is assumed to be spotting for any friendly PAGE 36
units firing from beyond 6”, and no friendly units within Change the third paragraph of Laser Line of Sight to:
the spillover area will be attacked. “The fire from a regular battlefield laser is blocked by for-
est, swamp, town, or the rubbled remains of any of those.
It cannot attack any unit in such terrain, or trace its line of
PAGE 33 fire through such terrain. Laser fire is entirely blocked by
The fourth sentence under Overrun Attacks should end higher terrain; the laser cannot fire through a hill. Small
“. . . place its crosshairs on the center of the defending craters are ‘rubble’ to units, but do not interfere with
unit to see whether an attacking unit has come too close.” LLOS.”
PAGE 37 PAGE 46
Please note that the advertiser on this page, Geo-Hex,
In the last paragraph of Overrun Attacks Against no longer exists. Do you detect an unfortunate trend?
Structures, change “as described above” to “as described Noble Knight Games, at www.nobleknight.com, offers
on p. 35.” some Geo-Hex products for sale, but, as far as we know,
not the foam terrain pieces that we liked so much.
PAGE 41
Add the following paragraph to Forests, under the
Infantry paragraph:
PAGE 47
The third sentence under INF should read: “Their
movement is not affected by swamp, forest, and towns.”
STRUCTURES:
If a structure has Structure Points, halve the strength of
all attacks against it (except rams and overruns) when the
PAGE 48
Add a new second paragraph to Minefields:
structure is in a forest. Smaller structures get no benefit
from forests. “Ordinary mines do not affect friendly units.”
PAGE 43 PAGE 48
The last sentence under the main heading Rubble Add a new last paragraph to Clearing Minefields:
should read “A militia unit in rubble, whatever its size, “Minefields cannot be cleared simply by running units
has a defense of 2.” into them.”
PAGE 44 PAGE 48
Add the following under Craters: Add a new subsection after Clearing Minefields:
Crater Rims. These completely surround a crater, but a
battlefield may be scarred by old crater walls that no UNDERWATER MINES
longer form complete craters and are no longer full of Mines can be laid in water. In shallow water (a lake or
radioactive lava. river), they would be triggered by any enemy unit passing
A crater rim may be crossed by Ogres and infantry. above them. On the ocean bottom, only an Ogre or large
Units behind crater rims are behind hard cover, but only a ship would set them off. Effects of mines in water, and
unit that can climb a crater rim can claim a hull-down rules for detection and removal, are the same as for regu-
position beneath its lip. lar mines . . . except that only a Marine Engineer unit can
The area of uncrossable slope around the crater or clear mines in the water.
crater rim must be carefully defined.
Slopes. A slope represents a steep decline, possibly
with loose rock or gravel. Units may cross a slope in the
PAGE 48
Add a new section at the end of Mines:
downward direction, but only Ogres or INF may go cross-
wise or upward. Thus, a slope is like a crater rim, but from OTHER TYPES OF MINES
one side only. Cheap mines will ignore friendly units . . . most of the
The area and direction of uncrossable slope must be time. These cost only half as much as regular mines, and
carefully defined. explode with the same effects. However, each friendly
unit rolls two dice when it passes through the minefield.
PAGE 45 A mine is triggered on a roll of 9 or more for Ogres, 10 or
Add the following paragraph to Towns, under the more for armor units, and 12 for battlesuited infantry.
Infantry paragraph: “Structures. Any structure with a Militia do not trigger mines.