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Ogre Miniatures Update

Wargame

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100% found this document useful (1 vote)
638 views15 pages

Ogre Miniatures Update

Wargame

Uploaded by

lowtech4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®

UPDATE

STEVE JACKSON GAMES ®


Stock #37-5002 Version 1.0 – October 2008
Ogre, GURPS, Warehouse 23, the distinctive likeness of the Ogre, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated.
e23 and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
Ogre Miniatures is copyright © 1992, 2008 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law.
Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
INTRODUCTION
The Ogre Miniatures rulebook remained out of print description for a Mark VII was given in GURPS Ogre,
for entirely too long, considering that it won an Origins but – thanks in part to your comments – we no longer
Award. believe that configuration was viable. The Mark VII
We always intended to create a second edition, and in design described on pp. 69-70 represents an entirely dif-
fact the revised text was largely completed. But time kept ferent design philosophy: a purpose-built “Ogre-killer”
marching on, and Ogre Miniatures was a difficult release unit. The forum comment thread for the Mark VII is titled
for us the first time, even with Ral Partha helping, large- Ogre Minis Revision Issue: Mark VII, and is located at
scene miniatures photography, and printing color photos, forums.sjgames.com/showthread.php?t=37060.
are outside the bounds of what we usually do. ● The Ogre Ninja. This miniature unit has just been
So rather than keep saying “Steve’s working on it,” we released as an exclusive Warehouse 23 product. Find it at:
are releasing a PDF of the original rulebook, supple- www.warehouse23.com/item.html?id=SJG10-0108.
mented by the accumulated errata, addenda, and FAQ, as Rules have been published, but we didn’t think they
well as material (notably the Vulcan) that has never seen made the Ninja quite nasty enough. You will find both the
print at all. Also included are the new and improved Ogre original rules and our current proposed addition on p. 67.
Miniatures Lite, as well as Ogre record cards (which The forum comment thread for the Ninja is titled Ogre
originally appeared on the miniatures boxes). Minis Revision Issue: Ninja, and is located at
This booklet contains only the errata, addenda, FAQ, forums.sjgames.com/showthread.php?t=38441.
and record cards. You can purchase the complete rule- ● The Light Artillery Drone. This miniature unit was
book PDF through e23.sjgames.com. released as Combine Set 10. We think the originally pre-
sented rules have room for improvement. You will find
A LIVING SYSTEM both the original rules and our current revised draft on
pp. 70-71. The forum comment thread for the LAD is
More than 30 years after it was first released, Ogre is
titled Ogre Minis Revision Issue: LADs, and is located at
still a living system. It has an active user base, and devel-
forums.sjgames.com/showthread.php?t=36818.
opment continues. We are now working on the 6th
Edition of the boardgame version, which will consolidate
the Ogre and G.E.V. rules.
A big advantage of PDF releases is that they can be
updated at need. Therefore, the “Version 1.1” of Ogre
Miniatures includes four sections that are being consid-
ered for revision right now. Your playtest comments on
the Ogre forums will be read and taken into account.
● The Ogre Mark VII. This is an “imaginary” unit. At
least, officially it’s imaginary. Was a prototype built, and ● The Superheavy Tank. This is a manned unit – but
the records conveniently lost? Or, in your own world, the it is much bigger than standard armor units, and has two
Manila Accords might not have been signed, and the guns. The original rules treated it as an armor unit, but an
Mark VII might have gone into regular production. A argument can be made for giving it an Ogre-style record
sheet and allowing it to take multiple hits. Alternative
rules are found on p. 74. The forum comment thread
www.sjgames.com/ogre for the Superheavy is titled Ogre Minis Revision
Issue: Partial Damage for SHVY, and is located at
forums.sjgames.com/showthread.php?t=37016.

Editor-in-Chief Steve Jackson Art Director Will Schoonover


Marketing Director Paul Chapman
Chief Operating Officer Philip Reed Page Design Derek Pearcy
Director of Sales Ross Jepson
Marketing Director Paul Chapman Production Artist Nikola Vrtis
Errata Coordinator Fade Manley
e23 Manager Steven Marsh Prepress Checker Monica Stephens

OGRE MINIATURES Introduction 1


ERRATA,
ADDENDA, AND FAQ
This is the current errata and FAQ for the first (1992)
edition of Ogre Miniatures, plus a great deal of new mate- PAGE 8
rial. These 10 pages are available as a separate file, free, Add a new heading at the end of Point Value:
from e23. They are also included as part of the 2008 PDF
edition of Ogre Miniatures. This PDF edition is built VPS FOR DAMAGE AND CAPTURE
around a scan of the first edition. Since it is a searchable When enemy Ogres are damaged, but not destroyed,
scan rather than a new layout, the only way to add new victory points are scored for destroying Ogre weapons
material is in a separate section, but indicators have been and tread units, as follows:
● Main Battery: 8 points
added to the margins of the scanned pages to alert the
● Secondary Battery: 4 points
reader to updated material, and the Contents on p. 2A of
● Missile (destroyed or fired): 1 point
the book have been replaced with a new version that
● Missile Rack: 6 points
includes topics in this update.
● Antipersonnel: 1 point
● Treads: 1 point per tread unit
CREDITS The points gained from destroying parts of an Ogre
Add T.J. Jensen to the list of playtesters. Denis Loubet may never exceed the VP value of the original, intact
designed the cover logo. Ogre.
Note that some scenarios may place a higher or lower
PAGE 4 value on specific Ogre systems and weapons, depending
on the tactical situation.
We still appreciate seeing your color pictures of Ogre
armies or individual units, and we sometimes ask the pho- Note also that players may score points for enemy
tographer’s permission to post them (with credit!) on our armor units which are immobilized or stuck in areas they
site . . . but modern digital cameras make good photogra- control at the end of the game . . . these count as being
phy so widespread that we’re no longer offering to buy captured! Enemy HVYs and SHVYs stuck in swamp at
photos. Sorry about that. the end of a scenario count as double their point value.
We would be delighted to see new scenario and art sub- Some scenarios may offer other ways to capture enemy
missions. If you need to write to us, our ZIP code is actu- units; it need not be assumed that every soldier will fight
ally 78760. However, we now prefer to receive submissions to the death.
electronically, and our guidelines are posted on the Web:
Writers must read: PAGE 10
www.sjgames.com/general/guidelines/authors/ For game balance, the point cost of the Fencer should
card-board.html. be 125. It starts the game with a move of 6”.
Artists must read: A variant Fencer is the upgunned Fencer-B, which has
www.sjgames.com/general/guidelines/artists/. two main batteries in its turret. A Fencer-B is worth 150
points.
Thank you!

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.

2 Errata, Addenda, and FaQ OGRE MINIATURES


PAGE 10 designers suspected that they had reached the point of
diminishing returns in terms of the optimum number of
The first paragraph under Ogre Mark III-B should end weapons to load onto any one platform. Still, it performed
with the sentence “It starts the game with 48 tread units admirably whenever it saw combat.
and a move of 6”.”

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.

4 Errata, Addenda, and FaQ OGRE MINIATURES


Without a Vulcan to command it, a heavy drone is
merely a medium-sized construction crane that can accept PAGE 11
voice commands. They are capable of great precision, but Add a new section:
have no common sense, let alone intelligence. For heavy
Combat Engineer work, such as creating revetments, an OGRE MARK VII
unaccompanied drone is worth two CE squads, but only if Points: unknown!
at least one CE squad is available to supervise each drone. When the Mark VI was in early production, Combine
Drones cost 16 points each. This reflects not their com- engineers began working on plans for the Mark VII. It
bat value, which is almost nil, but their scarcity and the was designed as an Ogre-killer, with main weapon sys-
fact that they act as a “force multiplier” for the Vulcan. tems that would let it get the first strike on any lesser
cybertank.
VULCAN COMBAT DRONES Many thought the VII would be a bad idea; it would be
Although the Vulcan wasn’t intended to control vehi- big enough and expensive enough that the enemy might
cles in combat, its multiple drone-control channels could justify the expense of using a strategic nuclear missile on
be used to communicate with the onboard computer sys- it – or several. Similar arguments had been made about
tems of a regular armor unit. Those systems, unaided, will the Mark VI, and this fear was rarely realized . . . but the
allow an armor unit to move intelligently over short dis- huge Mk. VII was both a bigger and a slower target.
tances, and to attack at half strength; that’s why disabled Plans were completed for the Mk. VII and templates
units defend normally and attack at half strength while the created. However, official Combine records indicate that
crew recovers. no prototypes were produced before the Manila Accord
With a Vulcan in the loop, an armor unit can become, ended the Last War.
in essence, a combat drone, and operate nor-
mally with no crew at all. Humans are used for
crew not because they are better, but because
they are far cheaper than combat-capable AI sys-
tems! Each such unit takes one of the Vulcan’s
OGRE MARK VII
four heavy-drone slots. RECORD SHEET
In some scenarios, a Vulcan may be able to 12 Missiles (Attack 6, Range 11”, Defense 3)
field-repair and operate an abandoned, or even a  
“destroyed,” unit. 2 Howitzers (Attack 6, Range 9”, Defense 3)

DUCKLING DRONES 4 Main Battery (Attack 4, Range 7”, Defense 4)
If the Vulcan is not trying to do any more with 
a controlled unit than keep it nearby and drive it
8 Secondary Battery (Attack 3, Range 5”, Defense 3)
along, it may have up to four units of any type in
each drone control “channel.” So a Vulcan might
 
be followed by up to 16 “ducklings,” all within 24 Antipersonnel (Attack 1, Range 2”, Defense 1)
1” of the Vulcan. Of course, not being at all stu-  
pid, the Vulcan would probably put the duck-  
lings in front if the area were not secured. 96 Tread Units: Movement starts at 4”
In a combat situation, the “ducklings” fight at 
half strength. They must either stay within an  (Movement drops to 3”)
inch of the Vulcan or stop moving completely, in 
which case they are considered disabled. (Of  (Movement drops to 2”)
course, if there is a live crew aboard, it can take 
over.)  (Movement drops to 1”)
In most surprise combat situations, a Vulcan 
with ducklings would simply take full control of
 (Movement drops to 0)
the most useful and drop the others to fend for
themselves as disabled units.

OGRE MINIATURES Errata, Addenda, and FaQ 5


The Ogre Mark VII’s central weapon system would
have been two howitzer-type missile cannon. Its other PAGE 14
weaponry would have been four standard Ogre “main The defense of the Superheavy Tank should be 5.
batteries,” 8 secondary batteries, 24 antipersonnel batter-
ies, and 12 external missiles. 24 reloads for the external PAGE 15
missiles would have been carried internally; reload would Note that no miniature has ever been produced for the
have been accomplished, out of combat, by a drone unit Light Howitzer or any Mobile Command Post. Archaic
carried by the Mark VII. armor may be represented by 1/285 or 1/300 models of
Thanks to superior electronics, all weapons on the VII late 20th- or early 21st-century units.
except AP would have two special bonuses:
● An extra 2” of range, if the VII takes a -1 die roll
penalty on the attack.
PAGE 15
A new unit, the Light Artillery Drone, was released in
● +1 when rolling to defend against cruise missile
2002 as part of Ogre Miniatures Combine Set 10. Below
attack.
are presented the rules as published in that set, and a pro-
Top speed would only have been about 60 mph (4”),
posed revision. The forum comment thread for this issue
with 96 tread units.
is titled Ogre Minis Revision Issue: LADs, and is located
The Ogre Mark VII would have been a Size 10 unit
at forums.sjgames.com/showthread.php?t=36818.
(ram effects as for a Size 9). It would have taken a ST 50
bridge to hold it.
The Mk. VII has not been sufficiently tested on a minia- ORIGINAL RULES
tures table to assign a point value – it must be at least The LAD is worth 6 points. It has Attack 3, Range 16”,
350, despite its slow speed. Defense 1, and Movement 0. It is an unmanned unit and
ignores “D” results on the CRT. If it is not set up within
10” of a CP, its Attack is reduced to 2 and its Range is
MARK VII RELOAD DRONE halved to 8”.
Assume it has D2, moves as a Light Tank, and has no
The LAD can be transported in pallet form by a truck
combat value. Deployment of the drone, and the first
or hovertruck and set up by a squad of Engineers, as
reload, takes 1 turn. Each additional turn reloads two mis-
follows:
siles. Recovery of the drone would take a half-turn, but
Turn 1: Transport and Engineers must spend the entire
the Ogre might not bother if it were under fire.
turn within 1” of each other. Neither may move or attack.
Turn 2: The LAD pallet has been unloaded. The trans-
PAGE 12 port unit may move or attack. The Engineers may not
In the box A Problem of Logistics, the first sentence of move or attack.
the next-to-last paragraph should read “The Paneuropeans Turn 3: The LAD has been set up. Replace the pallet
were the first to develop modular transportation.” miniature with the regular LAD. It may be targeted, but
Note that the Vulcan, mentioned in this box, now has may not attack. The Engineers may move and/or attack.
full game statistics (see notes for p. 11, above). Turn 4: The LAD is online and may attack.
The LAD is considered a Size 1 unit when set up.
PAGE 12 When palletized, it can ride a Size 1 truck or hovertruck
as cargo.
The first sentence of the main text
on the page, describing the
Doppelsoldner, should end with the PROPOSED REVISED RULES
phrase “and a move of 6”.” The LAD is worth 6 points. It has Attack 3, Range 16”,
Defense 1, and Movement 0. It is considered a Size 1 unit
when set up. However, it can be broken down into a sin-
PAGE 13 gle cargo pallet for transport by a truck or hovertruck, and
The first sentence set up quickly:
of the second para- Turn 1: Unloading. It is assumed the truck has its own
graph under Hover- unloading capability. All the truck needs to do is remain
truck should be: “A hovertruck can carry either two in one place for a turn. Place the LAD pallet beside the
squads of battlesuit infantry or three squads of unarmored truck.
militia.”

6 Errata, Addenda, and FaQ OGRE MINIATURES


Turn 2: The LAD unpacks itself, sets itself up, and
runs diagnostics. Replace the pallet miniature with the PAGE 19
regular LAD miniature. It may be targeted, but may not The Ogre Mark III record sheet shows 48 tread units.
attack. The unit which transported it may move away It should be 45. Remove one tread unit each from the sec-
normally. ond, fourth, and last rows of circles.
Turn 3: The LAD can fire.
A LAD cannot repack itself without help. It takes a PAGE 22
squad of Engineers three turns to repalletize a LAD, and The first full paragraph on the page ends “see below.”
one further turn to load it onto a truck. Rarely is it worth- It should end “see p. 25.”
while to move a LAD under combat conditions.
Palletized LADs can also be placed as part of a defen-
sive setup. Small, stealth-coated, and powered down, they
PAGE 23
The caption refers to two experimental Laser Tower
are very hard to detect. The defender will not detect a pal-
models, but one was cropped out of the picture . . .
letized LAD until it starts to set up, or until one of his
units comes within 6”.
The LAD is considered a Size 1 unit when set up. PAGE 25
When palletized, it can ride a Size 1 truck or hovertruck Add a new third paragraph to Point Defense
as cargo. If a LAD must be moved to terrain which regu- Installations:
lar cargo haulers cannot reach, a squad of engineers can
“Large structures, which have Structure Points rather
move a LAD pallet one hex every other turn.
than a Defense Strength, may have up to two Point
Defense installations. Each one adds 10 Structure Points
PAGE 16 to the building’s total.”
The move of the Truck should be given as 8” rather
than 4”.
PAGE 25
Add a new box:
PAGE 17
After the first paragraph, add:
“The Heavy Weapons Team missile attack replaces its SECRET BUILDING STATS
regular attack for a single turn. The HWT missile may not When using miniature buildings which may have dif-
ferent defense numbers or structure points in different
be fired while the team is mounted on a vehicle. games, you can put a sticker on the bottom showing the
If the Heavy Weapons Team is involved in an overrun, value for the current game. Depending on the scenario,
it may use its missile on the first fire round. This attack is the attacker may be allowed to see the sticker after he
not doubled. It fights as regular infantry, with the normal attacks the building – or perhaps only the referee and the
doubled strength of regular infantry, in following fire owning player can look, and the attacker must draw his
own conclusions after seeing the results of his fire.
rounds.”

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.

OGRE MINIATURES Errata, Addenda, and FaQ 7


PAGE 26 PAGE 34
Add a new second paragraph: The first sentence under Attack Strength in Overruns
should begin “Attack strengths of infantry units, lasers, and
“Each unit has a Movement Mode which governs how
Ogre weapon systems are doubled in overrun attacks . . .”
its movement is affected by terrain. In general, roads help
movement, and almost everything else interferes with it –
but certain movement modes allow a unit to ignore cer- PAGE 34
tain types of terrain. See p. 45.” In Ogres In Overrun Combat, the first sentence of the
second paragraph should read “If an Ogre loses all its
PAGE 26 effective weaponry during overrun combat, it is removed
from the combat after two further enemy fire rounds.” If
At the end of the third paragraph under Infantry Riding
the Ogre is fighting against infantry, and has legal targets
Tanks, add “Infantry units riding outside vehicles auto-
for its AP, then its overrun combat lasts two rounds after
matically dismount for an overrun attack, whether they
the Ogre is literally weaponless. But if there are no legal
are attacking or defending. Infantry units within hov-
targets for the AP, its overrun combat ends two rounds
ertrucks, trucks, or similar vehicles do not dismount and
after the Ogre’s larger weapons are destroyed. In either
are lost if the vehicle is lost.”
case, overrun combat allows only two fire rounds in
which the Ogre cannot fire back.
PAGE 28
The last sentence of Infantry Inside Structures should
end “. . . so its Defense Strength is doubled.”
PAGE 35
The first (incomplete) sentence on the page should end
“. . . loses 3 of its own tread units.”
PAGE 33
The second sentence under Spillover Fire should read
“For instance, a Missile Tank attacks with a strength of 3.”
PAGE 35
When ramming units smaller than a Superheavy Tank,
Ogres lose no tread units. This is a difference from the orig-
inal Ogre boardgame, in which there is no overrun combat.
Full Strength
Attack Circle
Spillover PAGE 35
Fire Circle Add a new sentence to the end of the first paragraph of
Resuming Play After Overrun: “Infantry units may not
remount after an overrun; they end the turn where the
overrun occurred.”

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.”

8 Errata, Addenda, and FaQ OGRE MINIATURES


PAGE 37 defense strength has that strength doubled in a town. If a
structure has Structure Points, halve the strength of all
The section titled Attacks Against Structures should be attacks against it (except rams and overruns) when the
titled Attacks Against Large Structures. Its subsections structure is in a town or forest.”
should be similarly renamed.

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.

OGRE MINIATURES Errata, Addenda, and FaQ 9


Compromised minefields are those whose precise type
and location is known to the enemy. A defender can take
a compromised minefield for half price, but must tell the SHVY RECORD SHEET
enemy exactly where its borders are, and mark them 2 Cannons (Attack 6, Range 6”, Defense 5)
clearly on the map, before the enemy even chooses his 
forces. Effects are normal. 2 Antipersonnel (Attack 2, Range 2”, Defense 1)
Dumb mines treat all units as hostile. These can be 
bought, in a defending setup, for 1/3 the cost of regular 24 Tread Units: Movement starts at 6”
mines. Or the referee may include dumb mines in a sce-
 (Movement drops to 5”)
nario, possibly as an unexpected leftover from a previous
battle . . .  (Movement drops to 4”)
Yes, this means that you can take six square inches of  (Movement drops to 3”)
dumb, compromised mines for only 1 point. Remember  (Movement drops to 2”)
. . . the enemy knows about it, and may find a way to use  (Movement drops to 1”)
it against you! And, for balance, the referee should not  (Movement drops to 0)
allow objectives to be set up on the edge of the map and
ringed with huge minefields. The referee can always limit
the total number of square inches that can be mined, or On any X result, roll one die:
make any other ruling necessary to avoid abuse. 1, 2 – One gun is lost. Unit is disabled. If both guns
A referee may also set up interesting special effects. were already gone, unit is destroyed.
For instance, suppose the defenders start out with mine- 3 – Tread damage. Roll 2 dice and mark off that many
fields. To their chagrin, though, the attackers seem to be treads. Unit is disabled.
immune to the mines. They have an IFF code that lets 4 – Major tread damage. Roll 4 dice and mark off that
them ignore the defender’s minefields . . . but they also many treads. Unit is disabled.
know that their stolen code will expire shortly after the 5 – Mobility kill; mark off all treads. Unit is disabled.
engagement begins. A few turns into the game, mines will 6 – Unit is destroyed, per normal X result.
once again affect them. And perhaps they don’t actually Tread units are also marked off if the SHVY falls (see
know exactly where those minefields are . . . the Falling Damage table), rams a building or Size 5+
unit, or is rammed by a Size 5+ unit. It is treated as a
PAGE 49 Mark I for ramming purposes.
In the Sensor Nets optional rule, each extra radar dish
should cost an additional 5% of setup points.
Note that Sensor Nets, as described, are of no benefit
PAGE 58
At the end of the Victory Points section of Raid, add
in flat terrain. The hillier the terrain, the more worthwhile “Both sides also get standard VP for destroyed enemy
they are. Sensor setups with more dramatic effects, such units. If an Ogre escapes from the map, the enemy scores
as bonuses to all attacks, are possible. Experiment. points for damaged weapons and tread units.”

PAGE 49 PAGE 64: INDEX


Add a new optional rule: Update the index as follows to correct errors and omis-
sions and add pointers to significant new material:
PARTIAL DAMAGE FOR SUPERHEAVIES Drones, Vulcan, 68-69; LAD, 70-71; Mark VII Reload, 70.
A Superheavy Tank may be consid-
ered a small manned Ogre, with its own Light Artillery Drone, 70-71.
record sheet. In that case, it is only Mines and minefields, 48, 73-74.
destroyed outright by an XX result or a Mining structures, 37.
ram by a Size 9 unit. This makes SHVY Ogre Mark VI, 67.
units considerably tougher. Increase Ogre Mark VII, 69-70.
their cost to 18 points. Ramming, 34-35, 37.
D results have their normal effect, but Size, 8, 17.
a second D has no further result; D Superheavy tank, 14, 35, 70, 74; ramming, 37.
results don’t combine into an X. Victory points, 8, 56.
Vulcan, 67-69.

10 Errata, Addenda, and FaQ OGRE MINIATURES


REFERENCE CARD initiate another overrun attack. But note that infantry,
which automatically dismounts from GEV-PCs or tanks
The errata listed below have been corrected on the when an overrun starts, may not mount up again on the
Version 1.1 card, to make it useful as is. same turn; it ends the turn where the overrun occurred.
On the Ogre Weapons chart, the defense value of a
Main Battery should be 4. The defense value of a The original Ogre game gives the Mark III 45 tread
Secondary Battery should be 3. units. Ogre Miniatures says 48. The card with Combine
On the Unit Table, Militia should have an attack range Set 2 went back to 45. What gives?
of 2” and a Move of 1”. A GEV-PC is worth 6 points. A We made a mistake in Ogre Miniatures, that’s what
Superheavy has a defense of 5. gives. The Ogre Mark III should have 45 tread units. The
III-B should have 48.
FREQUENTLY ASKED If Ogres can ignore spillover fire, why not put all your
QUESTIONS Ogres together and create an unstoppable monster force?
What happened to the rule from the original Ogre In a scenario where you have local fire superiority any-
about Ogres losing treads when they ram armor units? way, or where you are on the offense and just need to hit
That is replaced, in these more complex miniatures a target and run home, that can work.
rules, by overrun attacks. Instead of automatic damage to Otherwise, your fire umbrella is very limited in size, giv-
the Ogres’ treads, the victim gets one last chance to hit the ing the enemy control of most of the battlefield. He doesn’t
Ogre with its weapon. Ogre treads are really too tough to have to stop your monster force – he can flow around it.
be damaged by running over little tanks! If your enemy sees that your tactics depend on keeping
your Ogres together, he can (for instance) make a sacrifi-
If a unit survives making an overrun attack, may it cial attack to slow one Ogre. Then you must either leave
enter another overrun attack on the same turn? it behind, or slow the whole group’s movement, allowing
Yes. In this type of warfare, an actual overrun will be opposing forces more time to gather.
over within a quarter-minute. Many last only seconds. If In the “real world,” a close concentration of Ogres
a unit survives an overrun, it has not spent any significant would be a target that would justify the expenditure of a
time or movement, and may continue on its way and/or lot of big nukes.

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OGRE MINIATURES Errata, Addenda, and FaQ 11


Combine Ogres
Permission is granted to print or photocopy this page for personal use only. Copyright © 2008 Steve Jackson Games Incorporated.

4 SECONDARY BATTERY 3 SECONDARY BATTERY


Ogre Mk. I ATK 3 RNG 4” DEF 3 Ogre Mk. III-B ATK 3 RNG 4” DEF 3 Ogre Mk. Vi
❑❑❑❑ ❑❑❑
1 MAIN BATTERY 4 MISSILES 2 MAIN BATTERY 12 INT. MISSILES 3 MISSILE RACKS 3 MAIN BATTERY
ATK 4 RNG 6” DEF 4 ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4 ATK 6 RNG 10” DEF 4 ATK 4 RNG 6” DEF 4
❑ ❑❑❑❑ ❑❑ ❑❑❑❑❑❑ ❑❑❑ ❑❑❑
❑❑❑❑❑❑
8 EXT. MISSILES
ATK6 RNG 10” DEF 3
MOVEMENT MOVEMENT ❑❑❑❑❑❑❑❑
MOVEMENT
STARTS AT 6”” STARTS AT 6”” STARTS AT 6””
❑❑❑ 5 ❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑❑❑ ❑❑❑❑❑❑ 5”
❑❑❑ 4” ❑❑❑❑ ❑❑❑❑ 4 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 4”
❑❑❑ 3” ❑❑❑❑ ❑❑❑❑ 3” ❑❑❑❑❑❑ ❑❑❑❑❑❑ 3”
4 ANTIPERSONNEL ❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2” 16 ANTIPERSONNEL

❑❑❑❑❑❑ ❑❑❑❑❑❑ 2”
ATK 1 RNG 2” DEF 1 ❑❑❑ 1” ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1” ATK 1 RNG 2 DEF 1 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 1

Copyright © 2008 Steve Jackson Games Incorporated.

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
❑❑❑❑ ❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 0
2 SECONDARY BATTERY 2 SECONDARY BATTERY 2 SECONDARY BATTERY
ATK 3 RNG 4” DEF 3 Ogre Mk. II ATK 3 RNG 4” DEF 3 Ogre Mk. IV ATK 3 RNG 4” DEF 3 Ogre Vulcan
❑❑ ❑❑ ❑❑
1 MAIN BATTERY 1 MAIN BATTERY 2 MANIPULATOR ARMS
ATK 4 RNG 6” DEF 4 ATK4 RNG 6” DEF 4 DEF 2
❑ ❑ ❑❑
MOVEMENT MOVEMENT
STARTS AT 8”” STARTS AT 8””
MOVEMENT ❑❑❑❑ ❑❑❑ 7” ❑❑❑❑❑❑ 7”
STARTS AT 6”” 3 MISSILE RACKS ❑❑❑❑ ❑❑❑ 6” ❑❑❑❑❑❑ 6”
DEF 4 15 MISSILES
❑❑❑❑❑ 5” ” ❑❑❑❑ ❑❑❑ 5 ❑❑❑❑❑❑ 5”
❑❑❑❑❑ 4” ❑❑❑ ATK 6 RNG 10 ❑❑❑❑ ❑❑❑ 4” ❑❑❑❑❑❑ 4”
❑❑❑❑❑ 3 ❑❑❑❑❑ ❑❑❑❑ ❑❑❑ 3” ❑❑❑❑❑❑ 3”
6 ANTIPERSONNEL ❑❑❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑❑ ❑❑❑❑ ❑❑❑ 2” 6 ANTIPERSONNEL ❑❑❑❑❑❑ 2”
ATK 1 RNG 2” DEF 1 ATK 1 RNG 2” DEF 1 ” ATK 1 RNG 2” DEF 1
❑❑❑❑❑ 1” ❑❑❑❑❑ ❑❑❑❑ ❑❑❑ 1 ❑❑❑❑❑❑ 1

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.

❑❑❑❑❑❑ ❑❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑ 0 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 0


4 SECONDARY BATTERY 6 SECONDARY BATTERY 2 SECONDARY BATTERY
ATK 3 RNG 4” DEF 3 Ogre Mk. III ATK 3 RNG 4” DEF 3 Ogre Mk. V ATK 3 RNG 4” DEF 3 Ogre ninja
❑❑❑❑ ❑❑❑❑❑❑ ❑❑
2 MISSILES 1 MAIN BATTERY 6 MISSILES 2 MAIN BATTERY 2 EXT. MISSILES 1 MISSILE RACK 1 MAIN BATTERY
ATK 6 RNG 10” DEF 3 ATK 4 RNG 6” DEF 4 ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4 ATK6 RNG 10” DEF 3 DEF 3 ATK4 RNG 6” DEF 4
❑❑ ❑ ❑❑❑❑❑❑ ❑❑ ❑❑ ❑ ❑
MOVEMENT
STARTS AT 8””
MOVEMENT MOVEMENT ❑❑❑❑❑ 7”
STARTS AT 6”” STARTS AT 6”” ❑❑❑❑❑ 6”
❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑❑ ❑❑❑❑❑ 5” ❑❑❑❑❑ 5”
❑❑❑❑ ❑❑❑❑ 4 ❑❑❑❑❑ ❑❑❑❑❑ 4” ❑❑❑❑❑ 4”
❑❑❑❑ ❑❑❑❑ 3”” ❑❑❑❑❑ ❑❑❑❑❑ 3” ❑❑❑❑❑ 3
8 ANTIPERSONNEL 12 ANTIPERSONNEL 8 ANTIPERSONNEL 4 INT. MISSILES ❑❑❑❑❑ 2”

❑❑❑❑ ❑❑❑❑ 2” ❑❑❑❑❑ ❑❑❑❑❑ 2”
ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑❑ ❑❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ATK 6 RNG 10 ❑❑❑❑❑ 1”

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.

❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑❑ 0


Paneuropean and Hypothetical Cybertanks
Permission is granted to print or photocopy this page for personal use only. Copyright © 2008 Steve Jackson Games Incorporated.

8 SECONDARY BATTERY 8 SECONDARY BATTERY 8 SECONDARY BATTERY


ATK 3 RNG 4” DEF 3 Doppelsoldner ATK 3 RNG 4” DEF 3 Doppelsoldner ATK 3 RNG 4” DEF 3 Ogre Mk. VII
❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑❑❑
12 EXT. MISSILES 2 HOWITZERS 4 MAIN BATTERY
20 MISSILES 20 MISSILES ATK6 RNG 10” DEF 3 ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
ATK 6 RNG 10” ATK 6 RNG 10” ❑❑❑❑❑❑ ❑❑ ❑❑❑❑
❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑❑
❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ MOVEMENT
3 MISSILE RACKS 3 MISSILE RACKS 24 RELOAD MISSILES STARTS AT 4”
2 MAIN BATTERY DEF 4 MOVEMENT 2 MAIN BATTERY DEF 4 MOVEMENT (INTERNAL) ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
ATK 4 RNG 6” DEF 4 ❑❑❑ STARTS AT 6”” ATK 4 RNG 6” DEF 4 ❑❑❑ STARTS AT 6”” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 3
❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 5” ❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 5” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
❑❑❑❑❑ ❑❑❑❑❑ 4” ❑❑❑❑❑ ❑❑❑❑❑ 4” ❑❑❑❑❑❑ ❑❑❑❑❑❑ 2
❑❑❑❑❑ ❑❑❑❑❑ 3” ❑❑❑❑❑ ❑❑❑❑❑ 3” 24 ANTIPERSONNEL ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
12 ANTIPERSONNEL ❑❑❑❑❑ ❑❑❑❑❑ 2” 12 ANTIPERSONNEL ❑❑❑❑❑ ❑❑❑❑❑ 2” ATK 1 RNG 2” DEF 1 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 1
ATK 1 RNG 2” DEF 1 ❑❑❑❑❑ ❑❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑❑ ❑❑❑❑❑ 1 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.
❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 0
2 SECONDARY BATTERY 2 SECONDARY BATTERY 8 SECONDARY BATTERY
ATK 3 RNG 4” DEF 3 Fencer ATK 3 RNG 4” DEF 3 Fencer ATK 3 RNG 4” DEF 3 Ogre Mk. VII
❑❑ ❑❑ ❑❑❑❑❑❑❑❑
4 MISSILE RACKS 20 MISSILES 4 MISSILE RACKS 20 MISSILES 12 EXT. MISSILES 2 HOWITZERS 4 MAIN BATTERY
DEF 4 ATK6 RNG 10” DEF 4 ATK6 RNG 10” ATK6 RNG 10” DEF 3 ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑ ❑❑❑❑
❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑❑
MOVEMENT
24 RELOAD MISSILES STARTS AT 4”
MOVEMENT MOVEMENT (INTERNAL) ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
STARTS AT 6”” STARTS AT 6”” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 3
❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
❑❑❑❑ ❑❑❑❑ 4” ❑❑❑❑ ❑❑❑❑ 4” ❑❑❑❑❑❑ ❑❑❑❑❑❑ 2
❑❑❑❑ ❑❑❑❑ 3” ❑❑❑❑ ❑❑❑❑ 3” 24 ANTIPERSONNEL ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2” ATK 1 RNG 2” DEF 1 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 1
ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.

❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 0


2 MAIN BATTERY 2 MAIN BATTERY 8 SECONDARY BATTERY
ATK 4 RNG 6” DEF 4 Fencer-b ATK 4 RNG 6” DEF 4 Fencer-b ATK 3 RNG 4” DEF 3 Ogre Mk. VII
❑❑ ❑❑ ❑❑❑❑❑❑❑❑
4 MISSILE RACKS 20 MISSILES 4 MISSILE RACKS 20 MISSILES 12 EXT. MISSILES 2 HOWITZERS 4 MAIN BATTERY
DEF 4 ATK6 RNG 10” DEF 4 ATK6 RNG 10” ATK6 RNG 10” DEF 3 ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑ ❑❑❑❑
❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑❑
MOVEMENT
24 RELOAD MISSILES STARTS AT 4”
MOVEMENT MOVEMENT (INTERNAL) ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
STARTS AT 6”” STARTS AT 6”” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 3
❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑ ❑❑❑❑ 5” ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
❑❑❑❑ ❑❑❑❑ 4” ❑❑❑❑ ❑❑❑❑ 4” ❑❑❑❑❑❑ ❑❑❑❑❑❑ 2
❑❑❑❑ ❑❑❑❑ 3” ❑❑❑❑ ❑❑❑❑ 3” 24 ANTIPERSONNEL ❑❑❑❑❑❑ ❑❑❑❑❑❑ ”
8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2” ATK 1 RNG 2” DEF 1 ❑❑❑❑❑❑ ❑❑❑❑❑❑ 1
ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.

❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑❑ ❑❑❑❑❑❑ 0


Superheavy Tanks and Common line-of-battle ogres
Permission is granted to print or photocopy this page for personal use only. Copyright © 2008 Steve Jackson Games Incorporated.

2 CANNONS 2 CANNONS 4 SECONDARY BATTERY


ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 3 RNG 4” DEF 3 Ogre Mk. III
❑❑ ❑❑ ❑❑❑❑
2 MISSILES 1 MAIN BATTERY
ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
❑❑ ❑

MOVEMENT MOVEMENT MOVEMENT


STARTS AT 6”” STARTS AT 6”” STARTS AT 6””
❑❑❑❑ 5” ❑❑❑❑ 5” ❑❑❑❑ ❑❑❑❑ 5”
❑❑❑❑ 4” ❑❑❑❑ 4” ❑❑❑❑ ❑❑❑❑ 4
❑❑❑❑ 3” ❑❑❑❑ 3” ❑❑❑❑ ❑❑❑❑ 3””
2 ANTIPERSONNEL ❑❑❑❑ 2” 2 ANTIPERSONNEL ❑❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2”
ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1

Copyright © 2008 Steve Jackson Games Incorporated.

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
❑❑ ❑❑❑❑ 0 ❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0
2 CANNONS 2 CANNONS 4 SECONDARY BATTERY
ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 3 RNG 4” DEF 3 Ogre Mk. III-B
❑❑ ❑❑ ❑❑❑❑
4 MISSILES 2 MAIN BATTERY
ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
❑❑❑❑ ❑❑

MOVEMENT MOVEMENT MOVEMENT


STARTS AT 6”” STARTS AT 6”” STARTS AT 6””
❑❑❑❑ 5” ❑❑❑❑ 5” ❑❑❑❑ ❑❑❑❑ 5”
❑❑❑❑ 4” ❑❑❑❑ 4” ❑❑❑❑ ❑❑❑❑ 4
❑❑❑❑ 3” ❑❑❑❑ 3” ❑❑❑❑ ❑❑❑❑ 3”
2 ANTIPERSONNEL ❑❑❑❑ 2” 2 ANTIPERSONNEL ❑❑❑❑ 2” 8 ANTIPERSONNEL ❑❑❑❑ ❑❑❑❑ 2”
ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑ ❑❑❑❑ 1”
Copyright © 2008 Steve Jackson Games Incorporated.

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
❑❑ ❑❑❑❑ 0 ❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑ ❑❑❑❑ ❑❑❑❑ 0
2 CANNONS 2 CANNONS 6 SECONDARY BATTERY
ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 6 RNG 6” DEF 5 SUPERHEAVY ATK 3 RNG 4” DEF 3 Ogre Mk. V
❑❑ ❑❑ ❑❑❑❑❑❑
6 MISSILES 2 MAIN BATTERY
ATK 6 RNG 10” DEF 3 ATK4 RNG 6” DEF 4
❑❑❑❑❑❑ ❑❑

MOVEMENT MOVEMENT MOVEMENT


STARTS AT 6”” STARTS AT 6”” STARTS AT 6””
❑❑❑❑ 5” ❑❑❑❑ 5” ❑❑❑❑❑ ❑❑❑❑❑ 5”
❑❑❑❑ 4” ❑❑❑❑ 4” ❑❑❑❑❑ ❑❑❑❑❑ 4”
❑❑❑❑ 3” ❑❑❑❑ 3” ❑❑❑❑❑ ❑❑❑❑❑ 3”
2 ANTIPERSONNEL ❑❑❑❑ 2” 2 ANTIPERSONNEL ❑❑❑❑ 2” 12 ANTIPERSONNEL ❑❑❑❑❑ ❑❑❑❑❑ 2”
ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 2 RNG 2” DEF 1 ❑❑❑❑ 1 ATK 1 RNG 2” DEF 1 ❑❑❑❑❑ ❑❑❑❑❑ 1

Copyright © 2008 Steve Jackson Games Incorporated.


Copyright © 2008 Steve Jackson Games Incorporated.
Copyright © 2008 Steve Jackson Games Incorporated.

❑❑ ❑❑❑❑ 0 ❑❑ ❑❑❑❑ 0 ❑❑❑❑❑❑❑❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 0

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