OGRE
Sixth Edition, REVISED • Battle Box
Game Design by Steve Jackson RULES SECTIONS
President/Editor-in-Chief: Steve Jackson • Chief Executive Officer: Philip Reed 1 – Introduction and
Chief Operating Officer: Susan Bueno • Chief Creative Officer: Sam Mitschke Starting Scenarios������������3
Executive Editor: Miranda Horner • Ogre Line Editor: Drew Metzger 2 – Maps�������������������������������5
Production Manager: Sabrina Gonzalez • Production Artist: Gabby Ruenes 3 – Units�������������������������������6
Project Manager: Darryll Silva • Prepress Checker: Miranda Horner 4 – Turn Sequencing������������ 11
Art Director: Shelli Galey • Illustrated by Winchell Chung and Brandon Moore 5 – Movement���������������������� 11
Original Ogre image created by Winchell Chung
6 – Ramming���������������������� 14
Map graphics by Gabby Ruenes, based on original paintings by Denis Loubet
7 – Combat�������������������������� 15
Quality Control: Bridget Westerman • Operations Manager: Randy Scheunemann
8 – Overrun Combat������������� 19
Marketing Director: Rhea Friesen • Director of Licensing: Alain H. Dawson
9 – The Train����������������������� 20
Director of Sales: Ross Jepson • Ogre Theme by Tom Smith
10 – Cruise Missiles������������� 21
11 – Buildings��������������������� 23
12 – Lasers������������������������� 24
® 13 – Optional Rules�������������� 24
Copyright © 1977-2018 by Steve Jackson Games Incorporated. Ogre, the distinctive 14 – Advanced Units������������ 26
likeness of the Ogre, and the pyramid logo are registered trademarks of Steve
Jackson Games Incorporated. All rights reserved. Rules version 6.2 (July 2018). 15 – Combat Engineering.����� 27
About the BATTLE BOX
This set contains more than 90 miniatures and the most The Ogre record cards are printed with boardgame stats on
complete rules for Ogre to date. In addition to the material one side and minis game stats on the other, since we know a lot
published in Ogre Designer’s Edition, there are a number of of you will be using the miniatures rules at some point.
rules, such as Combat Engineering, that were formerly available The sheet of counters will help players in experimenting
only online. with their own scenario designs, as well as playing many of
Because it’s complete, you will find descriptions of units and the previously published scenarios. Some possibilities may be
counters not found in this set but in other Ogre releases, such found here: [Link]/ogre/products/ogredesigner/img/
as Ogre Sixth Edition, Ogre Reinforcements, and the upcoming ogre_scenarios.pdf. Additionally, some scenarios found in the
Battlefields supplement. various Ogre Scenario Books on Warehouse 23 may be played on
With the Battle Box, you will be playing the boardgame rules, this map.
but using miniatures as your counters. When a unit is disabled, See [Link] for the Ogre Sixth Edition game, Ogre
you may turn it on its side, use one of the included Disabled Reinforcements, the Ogrezine, and three PDF scenario books you
markers, or – for a more realistic gameboard – place a tuft of can buy and enjoy today.
white cotton to represent smoke.
STEVE JACKSON GAMES
[Link]
Thus, the tank-type vehicle – fast, heavily armed and armored,
able to break through enemy positions and exploit disorganization
– returned to wide use. And, once again, planners fretted over
preface
priorities. More guns? More armor? More speed? Increase one, and
lose on the others? Increase all, and build fewer units?
Some interesting compromises appeared. The 21st-century
infantryman, especially with the later “heavy powered suit,” was
a tank in his own right, at least by 20th-century standards. The
armed hovercraft or ground effect vehicle (GEV), equipped with
Technology governs strategy. The tank-type vehicle, written off multileaf spring skirts for broken ground, could make 150 km/h on
by many at the end of the 20th century, ruled the battlefields of the any decent terrain, and nearly 200 on desert or water. Conventional
21st. tanks were slower but tougher. All fired tactical nuclear shells.
Several factors led to the reappearance of mechanized warfare. The ultimate development of the tank-type weapon, though,
The first, of course, was the development of biphase carbide (BPC) was the cybernetic attack vehicle. The original tanks had terrorized
armor. Stronger than any steel, it was also so light that even an air- unsophisticated infantry. The cybertanks terrorized everyone,
cushion vehicle could carry several centimeters of protection. The and with good reason. They were bigger (up to 30 meters), faster
equivalent of a ton of TNT was needed to breach even this much BPC (hovercraft models proved too vulnerable, but atomic-powered
armor – which meant that, in practice, nothing less than a tactical treads moved standard units at 90 km/h or better), and more heavily
nuclear device was likely to be effective. armed (some had firepower equal to an armor company). And two
to three meters of BPC armor made them nearly unstoppable. What
Infantry, which had for a time eclipsed the tank, declined in made the cybertank horrifying, though, was its literal inhumanity.
importance. Although an infantryman could carry and direct a No crew was carried; each unit was wholly computer-controlled.
tactical nuclear missile, he had to be extensively (and expensively) Although true artificial intelligence had existed (in deep secrecy)
protected to survive the nuclear battlefield. Thus, the “powered as early as 2010, and fully autonomous factories and military
suit” was developed. Four cm of BPC, jet-equipped, it could guard installations were in wide use by the middle of the century, the
a man for about a week (in increasing discomfort) from shrapnel, cybertanks were the earliest independent mobile units – the first
background radiation, and biochem agents. However, the cost of true “robots.”
equipping infantry reduced their value. They were still more flexible
and maneuverable than armor, and now they were almost as fast – Once the first cybertanks had proved their worth, development
but they were no longer cheaper. was rapid. The great war machines aroused a terrified sort of
fascination. Human warriors devoutly hoped never to confront
Long-range nuclear missiles, which had been expected to make them, and preferred to keep a respectful distance – like several
a mockery of “conventional” operations, likewise declined in value kilometers – even from friendly ones. They were just too big.
as jamming technology and laser countermeasures improved.
Without satellite guidance, no missile could hit a less-than-city- One fact, more than anything, shows the troops’ attitude toward
sized target at more than 30 km . . . and no combatant could keep the cybertank. Unlike other war vehicles, they were never called
a spy satellite operational for over an hour. Missiles big enough to “she.” Friendly units of the speaker’s acquaintance were “he”;
carry jam-proof guidance systems were sitting ducks for the big others were “it.” And the term “cybertank” was rarely used. People
laser batteries – for, although lasers had proved too temperamental had another name for the big war machines – one drawn from the
and fragile for battlefield use, they were fine as permanent AA early Combine units and, before that, from dark myth.
units, defending rear areas. They called them Ogres . . .
2 OGRE Sixth edition, revised • Battle Box
1.02 Objectives. Each scenario gives its own conditions for
INTRODUCTION
ending the game, and objectives for each player. Unless specified
otherwise, a scenario continues until one force is entirely gone
from the map, through destruction, withdrawal, or both.
AND STARTING
1.03 Solo play. Because relatively few units are involved, the
scenarios in this section are good for solo play – that is, one person
can play both sides. Try different tactics. For example, “program”
SCENARIOS 1.00
the Ogre to charge straight in, and reduce the size of the defensive
forces for balance. Alternatively, commit the defense to fairly static
positions and make hit-and-run attacks with the Ogre, in which case
the defensive forces should be much larger. On the G.E.V. maps, the
Breakthrough and Raid scenarios are good for solitaire play.
In its basic version, Ogre is a two-player game representing 1.04 Play balance. Most players find Ogre tactics are easier to
an attack by a cybernetic fighting unit – the Ogre – on a strategic learn than defense tactics. The balance on the starting scenarios
command post guarded by an armor battalion. Playing time is takes this into account. In particular, the Mark III Attack scenario
between 30 minutes and 1 hour. Other scenarios (see the Scenario assumes that both players are new to the game. If both players are
Book) may involve the larger (G.E.V.) maps, more types of units, experienced, the defender will usually win with the forces given;
and/or several Ogres, and may take as long as desired. removing two armor units will make the Mark III scenario about
1.01 Learning. Before playing for the first time, skim Sections even for experienced players.
1 through 7 to get the feel of the game. Those are the only rules used In a perfect setup, victory should go to the more skillful player,
for these starting scenarios. “Ramming” rules are used. Only one unit regardless of who takes which side. By adjusting the number of
can occupy each hex except during ramming. Then set up the map defending armor units, it is easy to handicap the game to make up
and counters for the Mark III Attack (below) and begin play. for different levels of experience. In a tournament, it is suggested
You can download a “quick start” version of the rules, with that every round consist of two games, with each player attacking
only the relevant parts of Sections 1-7, from [Link]/ once and defending once.
quickstart. 1.05 Unit choice. While learning, things will move faster if
the defense uses only infantry and the
four types of armor units in the original
game: Heavy Tank, Missile Tank, GEV,
and (at double cost) Howitzer.
MARK III ATTACK
This represents an Ogre attack on
a heavily guarded command post. Use
the original Ogre map, which is orange.
The defense sets up first. The defending
player gets 20 squads of infantry (that
is, infantry counters totaling 20 points
of attack strength, in any combination
of counters), and 12 armor units. Note:
Light Tanks and Light GEVs count as
only half an armor unit. Howitzers,
Mobile Howitzers, and Superheavies
cost double. No Cruise Missiles allowed!
There are four gray arrows on the
edges of the Ogre map. They define two
lines which divide the map into North,
Central, and South areas. Hexes on a
line are considered north of that line.
The area between the lines is the
Central Area. No more than 20 attack
strength points (see p. 7, first counter
diagram) may be set up in this area.
The rest of the defending force
must be set up in the North Area, which
comprises all hexes on or north of the
Defensive Setup north line.
This is an example of a reasonably good defensive setup for the basic scenario. No defenders may set up in the South
This is an example to be used while learning the game, NOT the only legal setup! Area (that is, in any hex whose number
ends in 17 or higher).
OGRE Sixth edition, revised • Battle Box 3
No units may start in, or enter, a crater hex. 1.08 Victory points. Each player earns “victory points” for
The Command Post may be placed anywhere, but the farther accomplishing certain objectives. Each scenario has its own
north it is, the safer it is! objectives and victory point lists. Unless specified otherwise, each
player always earns victory points for destroying enemy units as
The attacking player takes a single Ogre Mark III and moves follows:
first, entering anywhere on the south end of the map. It spends one
movement point to enter its starting hex. ►► For each squad (that is, one attack strength point) of infantry
destroyed: 2 points. Specialist infantry count double.
Victory conditions are as follows:
►► For each “half value” armor unit destroyed (e.g., Light Tank):
►► All defending units destroyed: complete Ogre victory. 3 points.
►► Command Post destroyed and Ogre escapes from the south end ►► For each “standard” armor unit or Crawler destroyed: 6 points.
of the map: Ogre victory.
►► For each “double value” armor unit, such as a Howitzer,
►► Command Post and Ogre destroyed: marginal Ogre victory. destroyed, or each Cruise Missile destroyed (or fired by enemy):
►► Command Post survives, but Ogre escapes: marginal defense 12 points.
victory. 1.08.1 Captured units. When all remaining units on one side
►► Command Post survives, Ogre destroyed: defense victory. are immobilized, they are captured. For instance, a unit is captured
if it is stuck in the swamp (Section 5.08.3) when all its allies have
►► Command Post and at least 30 points of attack strength survive, left the map. Scenarios may also add rules for capture or surrender.
Ogre destroyed: complete defense victory. Captured units count double VP. Exception: An Ogre does not
surrender and is never “captured” unless a scenario specifically
MARK V ATTACK provides for it. Even a treadless, weaponless, “dead” Ogre is usually
pounded to scrap from a distance. Investigating a “dead” Ogre
Play is identical to Mark III Attack, except: makes bomb disposal look safe by comparison! Therefore, immobile
►► The defense gets 30 squads of infantry (e.g., 10 3-squad Ogres left on the map count as destroyed.
counters) and 20 armor units. 1.09 VP for destroyed Ogres. If an Ogre is “destroyed” by loss of
►► No more than 40 points of attack strength may set up in the all treads and fireable weapons, or is left immobile on enemy-held
Central Area. ground, score VP as follows:
►► The attacking Ogre is a Mark V. Mark I.................................................................25 points
►► For a complete victory, the defender must destroy the Ogre Mark II................................................................50 points
while preserving his CP and at least 50 points of attack strength. Mark III............................................................. 100 points
Mark III-B......................................................... 120 points
GENERAL SCENARIO RULES Fencer............................................................... 130 points
AND VICTORY POINTS Fencer-B........................................................... 140 points
This section was designed for use with large scenarios on the Mark IV or V....................................................... 150 points
green (G.E.V.) maps, but can be applied to smaller games if you Ninja or Vulcan.................................................. by scenario
wish.
Mark VI or Doppelsoldner..................................... 240 points
1.06 Scenario details. Each scenario specifies what map to
use, what units each side receives at the beginning of the game, 1.09.1 Damage to Ogres. For damage done to enemy Ogres
and where they may be placed and/or when and where they may which are not destroyed. The total points scored for damage to an
enter. Units may be set up in any terrain type they may legally enter. Ogre may not exceed that Ogre’s VP value in the chart above.
Units that are set up in unsafe terrain (e.g., armor units in swamp) For every tread unit destroyed....................................1 point
are safe when the game begins, but must roll to determine whether
they become disabled (or stuck) if they enter another unsafe hex. For every AP gun destroyed........................................1 point
1.07 Unit costs. In some scenarios, players are not given specific For every secondary battery gun destroyed................. 4 points
units; instead, they will be given a specified number of infantry and For every main battery gun destroyed........................ 8 points
a certain allowance for “armor units.” Within the limitations of the
counter set supplied, the player may pick any combination of armor For every missile rack destroyed............................... 4 points
units to make up this number. However: For every missile destroyed (or fired by enemy).............1 point
►► Specialist infantry – Marines, Engineers, and Heavy Weapons For every Vulcan arm destroyed................................ 4 points
Teams – count double – that is, each squad counts as two
infantry squads.
►► Superheavy Tanks, Howitzers, and Mobile Howitzers count
double – that is, each counts as two armor units.
►► Light Tanks and Light GEVs each count only half – that is, a
player may take two Light Tanks instead of one armor unit.
►► If Missile Crawlers are allowed in a scenario at all, they cost three
armor units: two for the Missile and one for the Crawler.
4 OGRE Sixth edition, revised • Battle Box
2.00.3 Map overlays. These pieces may be placed on top of
the map to change terrain. Overlays are two-sided. They range in
size from multi-hex pieces to small ovals that change a single map
hexside. Overlays may be placed at the start of a scenario, or used
Maps to represent damage (craters, bridge out, rubbled towns, and so on)
during play.
2.00
Overlays, especially small or thin ones, can move accidentally.
A small amount of poster putty or rubber cement can be used to
hold an overlay in place. Peel it off carefully after the game.
Maps are divided into hexagons, or “hexes.” Each hex represents
an area 1,500 meters across. Hexes are numbered to aid in scenario
setup.
The original Ogre map (orange) represents devastated, cratered
terrain, and gives smaller, faster games. The green maps are the
“G.E.V.” maps, because they were originally released with the game
of that name. They show undamaged terrain with towns and forests.
The G.E.V. maps available as of mid-2018 are designated G1, G2, S1,
and S2.
Ridge Overlays
2.00.1 Geomorphing maps. Any S map may be connected to
any side of any G map. A board of any size may be assembled by
alternating G and S maps. When multiple maps are used, a hex
is designated by the map number and then the hex number – for
instance, G2-1401.
2.01 Terrain types. Each map hex has a single basic terrain
type, which governs entry into (and sometimes exit from) the hex,
and may give bonuses to defense. The edges of hexes often depict
bits of adjoining terrain types, but this is only to make the map look
more realistic; these small overlaps have no effect on play. Details
of terrain effects on movement and combat are found in Sections 5
and 7, respectively.
The Player Reference Sheets include terrain effect charts.
2.01.1 Clear terrain. Light green hexes (on
the G.E.V. maps) and orange-brown hexes (on
the original Ogre map) represent “clear” areas. All
units have their normal movement and combat
abilities in clear terrain.
2.01.2 Craters. Hexes containing craters
are impassable. No unit may move into or over
2.00.2 Partial hexes. To allow the G and S maps to geomorph, a crater. Units may fire over craters. The small
the maps are cut down the middle of rows of hexes. Hexes that fall cracks around craters do not affect movement.
between maps will contain two numbers (four at the corners!). Such
hexes can be referred to by either number. Hexes that fall between Crater overlays may be added to the map. They have the same
maps are still considered a single hex, and a partial hex at the edge effect as printed craters. A crater is immediately placed on the map
of the map is treated as a full hex for all purposes. in any non-water hex where a Cruise Missile strikes (see Section 10,
below).
2.01.3 Towns. Urban areas, which slow all units
except infantry and protect all units.
The quarter hex counts
as one full hex
The half hex counts 2.01.4 Forests. Wooded areas, which slow the
as one full hex movement of armor units and protect infantry.
OGRE Sixth edition, revised • Battle Box 5
2.01.5 Swamps. Marshy wooded areas, which If a road leads straight into a water hex, it is a GEV ramp,
drastically reduce armor movement and protect specifically made to allow GEVs to move between land and water
infantry. without losing the road bonus. The GEV must cross from land to
water, or vice versa, across the hexside with the end of the ramp.
2.03.2 Railroads. Hexes containing track marks
2.01.6 Water. River or lake areas. Water hexes are are rail hexes, used by trains (see Section 9). GEVs
impassable to all units except infantry, GEV-type and infantry treat railroads as roads.
units, Ogres, and Superheavy Tanks.
2.03.3 Bridges. A bridge image
2.01.7 Damaged town and forest. Hexes showing indicates a place where a road or
town and forest with scattered fires are provided railroad crosses a stream or river.
as overlays. If a town or forest hex is damaged Bridges may be destroyed (see
(see Section 13.01), it is replaced by one of these Section 13.02), cutting the road
overlays, which cuts roads and railroads but has no Stream Bridge River Bridge or railroad.
other effect.
Indicate this by placing a “Bridge Out” overlay.
2.01.8 Rubble. The “damaged” overlays are backed Note that any unit can cross a railroad bridge.
by “rubble.” If a town or forest hex is destroyed
(see 13.01), it is replaced by rubble, which most
units treat as swamp.
2.01.9 Beach. A beach hex is a clear hex which
units
borders a water hex, and includes at least one
hexside which is hard, flat, and gently sloped from
water to land. These “beach hexsides” are shown in
3.00
tan. Beach hexes appear only on overlays, for use
in scenarios.
Beach is treated as ordinary clear terrain for all purposes.
Exception: GEVs may move through a beach hexside from land to
water, or vice versa, without ending the turn at the edge of the
water. If a road or railroad passes through the beach hex, a GEV may Red counters on black represent the forces of the North
move from road/RR to water or vice versa and get a road bonus for American Combine. Blue counters on white are forces of the
that phase, if and only if the GEV passes through the beach hexside. Paneuropean Federation. The green units on white represent the
“Black Rose” mercenary company. Other sponsored counter sets
2.02 Hexside terrain. Some terrain features are drawn along are various colors and may be treated as separate commands, as
the sides of hexes. These affect movement between hexes, but do mercenaries, or as any other force a scenario calls for.
not affect units in the adjoining hexes.
Ogres are painted whatever color they like. Some Ogres in this
2.02.1 Ridge hexsides. Heavy black markings set are painted to match factions; others are unique.
along hexsides indicate ridges of loose debris that
block movement. Only Ogres, Superheavy Tanks, The Combine counter mix leans toward offense, with more tanks
and infantry may cross ridge hexsides. Units may and GEVs, and the Paneuropean force has more defensive Howitzers
fire over ridges. and more “target” units like Trucks. However, unless a scenario
specifically limits availability of a unit type, players may build
whatever forces they like, using substitute counters, miniatures,
2.02.2 Stream hexsides. Wavy blue lines along
and so on, as required.
hexsides represent streams. Streams delay the
movement of most armor units, but do not affect
fire.
2.03 Roads and railroads. These features always run through
the center of hexes. They do not change the underlying terrain
type, but units on the road/railroad ignore all movement penalties
for terrain.
2.03.1 Roads. Hexes containing a gray line with a
dashed yellow center are road hexes. Units which
enter a hex on the road may ignore any movement
penalties for the underlying terrain. A unit which
stays on the road for its entire movement phase
gets a “road bonus” to movement (see Section
5.07.1). Roads do not affect combat.
6 OGRE Sixth edition, revised • Battle Box
There are two types of unit counters: Optional rule 13.07 allows Superheavies to take partial damage,
2-D (flat) counters represent most units. Each counter carries using Ogre-style record sheets.
an image, a name, and the unit’s stats. The reverse side of an armor
counter shows that unit in a disabled state. Infantry counters have
different unit sizes on front and back. 2-D Ogre counters simply
have different colors on the front and back.
3-D counters are provided for Ogres, Command Posts, Laser
Turrets, Laser Towers, and assorted buildings. The 3-D effect makes
these key units easier to spot on the board, but has no effect on the
game stats.
attack Defense
strength range strength Howitzer (HWZ). A non-self-propelled heavy missile cannon.
Because this is an expensive unit, a player must count each
Howitzer as two armor units in scenario setup.
Mobile Howitzer (MHWZ). A missile cannon mounted on
a tracked chassis. It is also an expensive unit, and counts as two
armor units in scenario setup.
Light Artillery Drone (LAD). A fully autonomous light missile
cannon. It has no movement capability of its own, but may be
transported by other units (see Section 14.01).
Ground Effect Vehicle (GEV). A highly mobile hovercraft,
lightly armed and armored. GEVs may move twice per turn. Terrain
affects GEVs differently from other units; in particular, they can
cross water.
unit name Movement
points
3.01 Armor units. Each of these counters is a single manned
gun or vehicle. It has four stats which give its capabilities: attack
strength and range (see Section 7.02), defense strength (see
Section 7.03), and movement points. Most units have a single
number for movement (see Section 5.01). GEV units have two
numbers separated by a dash (see Section 5.05) because they may
move twice per turn.
In scenarios which define units in terms of “victory points,” one
standard armor unit is worth 6 VP, a half unit is 3 VP, and so on. Light GEV (LGEV). A lightly armed one-man hovercraft. It uses
Heavy Tank (HVY). A Main Battle Tank, with a good balance of GEV movement and terrain rules.
offense, defense, and speed. When a player chooses units at the beginning of a scenario, each
Missile Tank (MSL). A lightly armored tracked missile launcher. LGEV is worth half an armor unit.
Light Tank (LT). A lightly armored scout-type tank. Because GEV-PC. A hovercraft personnel carrier. It uses GEV movement
this is an inexpensive vehicle, a Light Tank counts as only half an and terrain rules.
armor unit in scenario setups. A GEV-PC can carry up to three squads of infantry. See Section
Superheavy Tank (SHVY). A heavy tracked vehicle mounting 5.11 for movement and combat rules used when infantry ride
twin weapons . . . a “tank destroyer.” It is affected by terrain vehicles.
as though it were an Ogre! When a player chooses units at the
beginning of a scenario, each Superheavy is worth two armor units.
The Superheavy has two main guns. Its total attack strength is
6, but it may divide this into two attacks of 3 each. (The * on the
counter indicates this split attack ability – see 7.02.) But, unlike
an Ogre, the Superheavy may not lose one gun and continue to
function. When it is hit, it is disabled or destroyed as a unit.
The Superheavy also has two antipersonnel weapons. These
function exactly like Ogre AP weapons (see Section 7.05.1). Like
Ogre AP, they are doubled in an overrun attack.
OGRE Sixth edition, revised • Battle Box 7
Missile Crawler (MCRL). A heavy tracked vehicle carrying a Heavy Weapons Teams are deployed in special scenarios.
Cruise Missile (see Section 10). It has no attack strength of its own; Players can mutually agree to allow Heavy Weapons Teams in other
it attacks by firing the missile. It is affected by terrain as though it scenarios, by trading regular infantry for Heavy Weapons Teams at a
were a Heavy Tank. When a player chooses units at the beginning of 2 to 1 ratio; for example, 10 regular infantry might be exchanged for
a scenario, each Missile Crawler is worth three armor units. five Heavy Weapons Teams. As specialist infantry, Heavy Weapons
Crawler (CRL). A Missile Crawler that has fired its missile. Teams are worth double victory points (i.e., 4 VP per squad). Other
It is affected by terrain as though it were a Heavy Tank. Crawlers than as mentioned above, a Heavy Weapons Team should be treated
cannot be chosen in the initial setup; when a Missile Crawler fires its as infantry in all other circumstances.
missile, it is replaced by a Crawler, which can do no further damage, Heavy Weapons Teams may re-arm from either a stocked CP
but is worth victory points to the enemy if destroyed. depot, or a Truck or Hovertruck carrying “Heavy Weapons Team
missiles.” They need to begin and spend one full turn in the same
hex as the reload source without firing. Each additional missile
would cost 1 VP each for unit selection and victory calculation. A
Heavy Weapons Team may carry only one heavy weapon missile at a
time. A Truck or Hovertruck may carry up to 10 missiles, or up to five
if a squad rides in the Truck at the same time. Players may receive
one regular Truck for “free” per 10 missiles (or fraction thereof)
purchased, if they so desire. A Hovertruck would cost 2 VP each for
unit selection and victory calculation (in addition to the missile
costs). Reduce the number of “free” wheeled Trucks available by
3.02 Infantry (INF). Infantry wear powered “battlesuits” which one for each Hovertruck purchased. Armor units and other types
greatly increase their mobility and provide some radiation and of infantry may not carry heavy weapon missiles due to the large
shrapnel protection. The scenario setups refer to infantry in terms protective casing within which they are transported. Heavy weapon
of “squads.” Each squad is 1 attack strength point, so a 3/1 infantry missiles may not be attacked individually, but are destroyed if the
counter represents three squads. Infantry counters are 2/1 on one Truck or CP is destroyed.
side, and either 1/1 or 3/1 on the other, for ease in splitting or
3.02.3 Marine Heavy Weapons Teams (HWTM). Specialist
recombining squads.
battlesuit squads. Marine Heavy Weapons Teams are treated for all
A 3-squad counter is the equivalent of one armor unit for both purposes like regular Heavy Weapons Teams, except that they move
stacking and victory points. In the Ogre map scenarios, no more and attack equally well on land and water, and have double defense
than three squads of infantry (a 3/1 counter) can occupy one hex. in water hexes. The heavy weapon attack is uniquely designed to be
Note that the defense strength of each infantry counter is equal effective in both air and water. Marine Heavy Weapons Teams may
to the number of squads. Safety in numbers! use their heavy weapon attack on either surface or submerged units
without penalty. Unlike regular Heavy Weapons Teams, they may
Most infantry are “regular” INF units. Specialist infantry, as re-arm from Hovertrucks on the water, as per the re-arming rules
described below, have extra cost and capabilities but otherwise above. Marine Heavy Weapons Teams cost 6 VP per squad, (or 3× the
perform as regular infantry. cost of regular infantry.)
All types of infantry can combine in groups of up to three squads 3.02.4 Combat Engineers (CE). Combat Engineers are
for defensive purposes. Any two squads can defend together at D2, specialist infantry with skills to alter the battlefield and aid in the
and any three squads can defend at D3. If an attacker gets a D result survivability of other units. A full description of their abilities is
against a mixed stack of infantry, roll randomly to see which squad found in Section 15.00, Combat Engineering.
is lost.
3.02.5 Marine Engineers (ME). Marine Engineers are Combat
3.02.1 Marine Battlesuits (MAR). Marines are treated for all Engineers capable of performing engineering tasks while in water.
purposes like regular infantry, except that they move and attack A full description of their abilities is found in Section 15.00, Combat
equally well on land and water, and have double defense in water Engineering.
hexes.
When a player chooses units at the beginning of a scenario, he
may trade regular infantry for Marines at a 2 to 1 ratio; for instance,
20 regular infantry could be traded for 10 Marines.
3.02.2 Heavy Weapons Teams (HWT). Specialist battlesuit
squads. An infantry squad armed with a portable one-shot missile.
Each Heavy Weapons Team may make a single “heavy weapon
attack” at Attack Strength 3 and Range 4. Once this attack is made,
flip the counter to its “Fired” side. The heavy weapon may not be
fired while mounted (5.11.1) or on the turn the Heavy Weapons
Team dismounts (this is an exception to 5.11.3). The heavy weapon
attack does not double in overruns.
A Heavy Weapons Team has an inherent Attack 1 at Range 1,
which can be used both before and after firing the heavy weapon.
Treat this like a regular infantry attack. This inherent attack cannot
be used in any Fire Phase or overrun fire round where the heavy
weapon attack is used.
8 OGRE Sixth edition, revised • Battle Box
3.03 Transport Units. These have no combat strength, and are 3.04.1 Ogre Record Sheets. 6 SECONDARY BATTERY OGRE MK. V
available only if specified in a scenario. Cost also depends on the The capabilities of the Ogres are ATK 3 RNG 2 DEF 3
scenario. In game terms, they are usually just targets. not shown on the counters. They 6 MISSILES 2 MAIN BATTERY
Truck (TK). A large Truck, unarmed and nearly unarmored. It change throughout the game ATK 6 RNG 5 DEF 3 ATK 4 RNG 3 DEF 4
has no attack strength, and a defense strength of 0 – if attacked, as the Ogre is damaged. Keep 60 TREAD UNITS
it is automatically destroyed. In a town hex, and/or undergoing track of damage with the Ogre MOVE STARTS AT 3
a spillover attack, it has a defense strength of 1. It can carry two Record Sheets (see p. 17). You 2
25 AU
squads of infantry. may copy these sheets freely or SIZE 12 ANTIPERSONNEL 1
1 RNG 1 DEF 1
download blank record sheets 8
ATK
0
As a wheeled vehicle, it has its own set of terrain effects. See from [Link].
5.08.5.
3.04.2 Ogre components. Each Ogre has some combination of
Hovertruck (HT). A cargo-carrying hovercraft. It uses GEV these components:
movement and terrain rules. It can carry two squads of infantry.
►► Main Battery (MB). A large railgun firing tactical nuclear shells.
►► Secondary Battery (SB). A lighter railgun.
►► Antipersonnel (AP). A variety of weapons effective only against
battlesuit armor and thin-skinned (zero defense) targets.
►► Missile (M). A tactical nuclear missile. Once fired, it is expended
and marked off the Ogre’s record sheet. Most missiles are
mounted externally, and can be attacked before they are fired.
However, some Ogres mount the . . .
►► Missile Rack (MR). Each missile rack can fire one internal
Train. The train is described in Section 9. A train is two hexes missile (see below) per turn. Its missiles are stored inside
long, and is made up of two counters. A separate marker is used to the Ogre and can only be fired through a missile rack. So, for
show its speed. The train moves only on the railroad tracks. instance, an undamaged Mark IV, which has three missile racks,
3.04 Ogres. There are several types of Ogre. Each counter can fire three missiles per turn.
represents a single cybernetic fighting machine, equipped with ►► Internal Missiles (IM). These are fired by a missile rack. They
guns, missiles, antipersonnel weapons, and heavy armor. See the have no defense strength; they cannot be targeted while inside
box for more about the different Ogres. the Ogre. Destruction of a missile rack destroys one IM at the
Most Ogre counters are two hexes long. Always treat the Ogre as same time; this is the only way internal missiles can be destroyed
occupying only the front hex of its counter or miniature. before firing. If all missile racks are destroyed, remaining IM do
not count as destroyed, but cannot be fired.
Ogre types playable in this game include: but faster and specialized for hit-and-run
►► Mark I. An oversized heavy tank controlled by a robot attacks. It could demolish a Mark III, and
brain instead of a crew. It was a proof-of-concept design, make a good showing against a Mark V – but
and turned out to be hard to kill, but it was too expensive! its real purpose was to penetrate an enemy
However, the Mark I remained in production as long as the position, wreak long-range havoc with its
Combine lasted, simply because it was the only Ogre small missiles, and withdraw.
enough to be transported by conventional means. It was ►► Mark V. A very formidable all-around line-of-
effective in terrain where human troops didn’t perform well, battle unit. This was the biggest cybertank to
such as jungle and tundra. be built in quantity. Paneurope also built large
In 2080, the Paneuropeans fielded a physically near-identical numbers of Mark V units, calling them Huscarl,
unit, calling it the Pikeman. It is assumed that the templates after the occupation of Great Britain.
were acquired by espionage. ►► Mark VI. The biggest Ogre ever to go into regular production,
►► Mark II. The first Ogre to be mass-produced by the Combine. with three main batteries and three missile racks.
It worked well, but demand for still heavier armament soon Comparatively few were built.
led to its replacement by the Mark III for most purposes. ►► Fencer. The first original Paneuropean cybertank design.
However, the Mark II remained in limited production for It was no faster than a Mark V, but, with four missile racks,
many years and was sold to client states. was designed for a hit-and-run tactical role. Mounting only
►► Mark III. The first really capable line-of-battle Ogre, designed two light railguns, it was weak in close-range combat; the
by the Combine, but produced in quantity by Paneurope after upgunned Fencer-B turret was an attempt to address this.
it captured the British facility that built them. They called ►► Doppelsoldner. The biggest Paneuropean cybertank, generally
it the Legionnaire. The Mark III-B was a Combine-only comparable to a Mark VI.
variant with a heavier chassis and two main batteries Rules for the Ogre Ninja (a stealth cybertank) and
instead of one. Ogre Vulcan (an engineering unit) are found in
►► Mark IV. A large but lightly built “raider” Sections 14.02 and 15.00 respectively.
unit – as expensive to build as a Mark V,
OGRE Sixth edition, revised • Battle Box 9
►► Tread Units. This represents the integrity of the Ogre’s treads Reactor. A nuclear reactor,
and motors. Loss of tread units slows the Ogre as shown on the with 60 SP. It is intended for
record sheet. For instance, when a Mark V is reduced to 40 tread use as a very-high-value target.
units, its movement is reduced from 3 to 2. When the Ogre’s Depending on the scenario,
tread units are all gone, the Ogre can no longer move at all. It destruction of the reactor might
can still fire at anything within range. temporarily cut power, giving the
The Ogre does not expend tread units simply by moving. attacker a tactical advantage . . .
or pollute the whole area.
3.05 Command Post (CP). “Command Post” units represent
small, unarmored structures. In most scenarios, they are simply Radar. A military radar facility with
targets. A basic CP has a defense of 0, and will be destroyed by any 10 to 30 SP used for broadcasting and
attack. (In a town hex, count a standard CP’s defense as 1.) CPs detection. As with the reactor, this is a
have no attack strength except when overrun; then they have a priority target. Scenario specific rules
strength of 1. may give this structure discrete game
functions such as an attack bonus to
Unless specified otherwise in a scenario, loss of a CP does not friendly units, or penalties to enemy
affect a player’s ability to fight. units such as a reduction in attack rolls
In some scenarios, CPs may be tougher: or disruption of cruise missiles.
3.05.1 Mobile CP (MCP). A tracked “command crawler” with a Laser. A heavy laser for use
movement of M1. It may be able to flee from a weakened Ogre . . . if against Cruise Missiles and Ogre
it has anywhere to go. It may be D0 or greater (see below). This set missiles, with 20 to 40 SP. See
includes 3-D counters for mobile CPs. Section 12.
Laser Tower. A heavy laser
mounted in a tower, giving it
increased range; it has 20 SP. See
Section 12.
3.05.2 Hardened CP (HCP). Giving the CP any defense at all
makes the Ogre’s mission harder! A scenario may give a regular or
mobile CP a defense strength of up to 3. A D result has no effect on 3.06.1 Structure Point markers. These are round markers with
a hardened CP except to keep it from moving for a turn if it is also numbers from 10 to 60. When a building is used in a scenario, one
mobile, but a second D before it recovers will destroy it. or more Structure Point markers are placed beside it to indicate its
The defense strength of a hardened CP is doubled in town or strength.
forest. 3.07 Status markers and overlays.
3.06 Buildings. These are large, permanent buildings, as These show permanent changes to units or
opposed to the flimsy Command Posts. Each building has an SP terrain.
(Structure Point) value, representing its durability. See Section 11 ►► “Stuck” markers indicate that the unit
for combat rules. is stuck in swamp and cannot move.
A number of 3-D miniatures are included for various buildings. See Section 5.08.3.
Some 2-D building counters are also provided for “fog of war” ►► “Road Cut” markers, and “Bridge Out,”
scenarios. The front of each counter gives its type; the back says rubble, and crater overlays are used
only “Building.” If these are used, an invading force may enter the to indicate terrain damaged before a
map without knowing which building is which. Once revealed, a scenario starts or during play.
building counter may be replaced by its 3-D equivalent. Otherwise, it
does not matter for play purposes whether a building is represented
by a 2-D or 3-D counter.
Admin. A generic building which may represent an office,
laboratory, hardened communication site, etc. Admin buildings
have SP values of 10 to 30.
Strongpoint. A very heavily armored bunker, command center,
or other fortification, with SP 60 or more.
10 OGRE Sixth edition, revised • Battle Box
►► A ramming or overrun attack always takes place immediately,
interrupting the movement phase, when one or more units
Turn
enter an enemy-occupied hex. The movement phase resumes
after the ram/overrun is resolved. See Section 5.04.
4.03 Multiplayer sequencing. A scenario with more than one
Sequencing 4.00
player on a side will use a similar sequence; players move in the
same order each turn. Each player on side A, in turn, moves and
resolves combat; then each player on side B, in turn, moves and
resolves combat. Players on the same side may take a single fire
phase together, after the last one moves, in order to combine fire.
4.04 Games with three or more sides. A scenario may have
4.01 Turns. Ogre is played in turns. During his own turn, three or more independent factions or sides. In that case, each
a player may move any or all of his units, and fire with any or all player (or side) completes an entire turn; then the next player or
of them, as long as each unit fires only once (except in overrun side completes a turn, and so on. Players on different sides may not
situations) and moves only once (twice for GEVs). combine fire. The scenario must define turn order.
4.02 Phases of a turn. The turn sequence for each player in a
two-player game is:
1. Recovery.
movement
(a) All the player’s units which were disabled before the
last enemy turn by ramming or enemy fire now recover
automatically. Turn the counters right-side-up.
5.00
(b) Roll one die for each of his units disabled by forest, rubble,
or swamp, regardless of how long it has been disabled,
to see if it recovers. On a roll of 1 or 2, the unit remains
disabled. On a 3 to 6, the unit recovers and is turned right-
side-up. See 5.08.2, 5.08.4. Game scale is 4 minutes per turn, and hexes are 1,500 meters, or
a little less than a mile, from side to side.
2. Movement phase. Any or all units may move up to their full
number of movement points (see Section 5). Units which 5.01 Movement points. The right side of each armor and
move into terrain that may disable them must stop! If any infantry counter shows its “movement points” – the maximum
unit(s) enter an enemy-occupied hex, creating a ram/overrun number of hexes it can move per turn in
situation, immediately: clear terrain. For example, an M2 counter
can move up to two hexes per turn. The
(a) roll to see whether any attacking units entering swamp/
terrain shown on the map can increase
rubble, or attacking GEVs entering swamp/rubble/forest,
or decrease movement. Movement
are disabled;
points may not be accumulated from
(b) resolve the ram/overrun attack and move surviving units turn to turn.
(if any) the remainder of their movement.
A unit never has to move. (Exception: the train has to move
3. Disable check. Roll for each armor unit which entered swamp once it picks up speed. See Section 9.)
or rubble, and each GEV which entered swamp/rubble/forest,
A disabled unit (see Combat Results Table) may not move until
to check whether it is stuck or disabled, as appropriate for the
it recovers. Recovery from combat damage is generally automatic;
terrain. Units which rolled for disabling in step 2 do not roll
recovery from terrain-related disablement requires a die roll.
again.
5.02 Stacking. The stacking limit depends on the scenario.
4. Fire phase. All units which are not disabled may fire (see Section
Obviously, a hex 1.5 km across could hold thousands of units. The
7). Units which made an overrun attack may fire in the fire
stacking limit is arbitrary: it makes play faster and represents a
phase as well.
reasonable doctrine in a situation where weapons can devastate
5. Second (GEV) movement phase. Move any or all GEVs a whole hex at once. By agreement, players can change or ignore
again, except for those which are disabled or those which stacking limits and take the consequences of Cruise Missile and
entered town or swamp/rubble/forest on the first movement spillover fire (7.12) attacks.
phase. Roll for disabling on each GEV which entered swamp/
5.02.1 Original map scenarios. In scenarios on the
rubble/forest on its second movement phase. Resolve any ram/
original Ogre map, units may not be stacked; that
overrun attacks.
is, only one vehicle at a time, or a maximum of
It is now the other player’s turn. three squads of infantry, may occupy
Notes: each hex. (This limitation is for speed
►► It is necessary to keep track of when and of play. If you try an Ogre map
how a unit becomes disabled. Disabled scenario with stacking,
units are flipped over. Normally, there will be sure to use the
not be enough disabled units on the board at spillover fire rules in
one time to create difficulty. Section 7.12, too.)
OGRE Sixth edition, revised • Battle Box 11
5.02.2 G.E.V. map scenarios. When playing on the G.E.V. 5.07.1 Road bonus. Any unit which starts its move on the
(green) maps, up to five vehicles on each side may occupy any hex road, stays on the road for the entire movement phase, and does
at the end of any movement phase. Each single squad of infantry not ram or overrun, gets a movement bonus of one additional
counts as 1/3 of a vehicle for stacking purposes; that is, a hex may hex. The unit does not have to move this additional hex – but,
hold 15 squads of infantry, or 12 squads of infantry and one vehicle, if it does, it must continue along the road. It may not use the
etc. additional hex to leave the road, ram, or overrun. Note: GEVs get
Ogres and CPs count as individual vehicles for stacking. The road bonuses in other terrain; see 5.08.2.
train and its contents do not count for stacking, nor do buildings. 5.07.2 Movement through river bridge hexes. Water-going
5.02.3 Combining infantry. Infantry are represented by units can pass under a river bridge, such as the one at hex G1-2013,
counters for 1, 2, and 3 squads. For convenience, a larger infantry in either direction. They may also ignore the bridge and transition
counter may be built up from smaller counters, or broken down from land to water, or vice versa, underneath it. No units except
into squads, at any time during the owning player’s movement infantry may enter the hex on the bridge and leave on the river, or
phase. These counters may move together or separately as long vice versa!
as no individual squad exceeds its movement allowance. Infantry Some river bridges show only railroads. Any unit may cross the
counters have different values on the front and back, for ease in river on a railroad bridge.
“making change.” 5.07.3 Movement on train tracks. Units other than the train
5.03 Movement through other units. Any unit may move may use the rail to traverse a hex. GEVs and infantry, but no other
through a hex occupied by friendly units, as long as it does not end units, may take the road bonus along rail hexes, as above. GEVs
the movement phase in violation of stacking limits (5.02). Units and infantry may transition from road to rail, and vice versa, in a
may move through a hex occupied by an enemy unit only if that hex where a road and rail cross without losing the road movement
enemy has no attack strength (for instance, a CP, or the train). bonus. Other units that enter and exit the hex on the rail may ignore
Otherwise, no unit may move through or into an enemy-occupied terrain movement penalties. Terrain penalties will apply if the unit
hex except to ram or overrun (see below). enters or exits the hex through any other hexside.
5.04 Ram and overrun attacks. When a player moves one or 5.08 Other terrain effects on movement. The terrain shown on
more units into a hex containing enemy units, a ram (Section 6) the map affects movement in different ways, depending on the type
or overrun (Section 8) occurs immediately. If you are using the of unit moving. All terrain effects on both movement and combat
simpler ramming rules, you may not enter an enemy hex with a unit are shown on the Terrain Effects Table, on the player reference
unless your unit is capable of ramming. For instance, infantry can’t sheets.
ram, so if you are using the ramming rules, infantry may not enter 5.08.1 Effects on infantry. Infantry normally have M2. They
an enemy-occupied hex at all. get the road movement bonus for both road and rail hexes. They can
5.05 GEV double movement. A GEV may move twice per turn: enter water hexes at a cost of 2 movement points, but cannot attack
once before the fire phase, when all other units move, and again while in water. Infantry have no other terrain penalties; if they can
after combat. This is shown by the split movement factor on a GEV legally enter a hex at all, it costs them only one movement point.
counter. For instance, a regular GEV has a movement of 4-3. It gets Marines, Section 3.02.1, move and attack normally in water, and
4 movement points on the regular movement phase, and 3 more their defense is doubled in water.
after combat.
5.08.2 Effects on GEVs. Because of their speed and
5.06 Ogre movement points. An Ogre begins the game with 3 vulnerability, all GEV-type units, including Hovertrucks, are greatly
movement points (4 for a Mark IV). This will be reduced by damage affected by terrain, as follows.
to its tread units as the game progresses (see last paragraph of
3.04.2). Roads/railroads and water aid GEV movement. Since a GEV has
two movement phases each turn, it can get a road bonus twice per
5.07 Road effects on movement. The road has the same effect turn, and move a total of 9 hexes along either road/railroad or
on all mobile units, regardless of type. A unit which is “on the road” water.
(that is, moving from one road hex to another along the line of the
road) can ignore all underlying terrain. A bridge hex is like any A GEV approaching the edge of a body of water must end its
other road hex for movement purposes. The only way to damage movement phase at the edge of the water, and may not move onto
the road on a bridge is to destroy the bridge itself. A unit which (or leave) the water until its next movement phase, as though it
moves from a road to a non-road hex, or vice versa, is affected by were crossing a stream.
the underlying terrain. Note: By passing through a beach hexside (2.01.9), GEVs may
transition from water to land, or vice versa, without stopping at the
edge of the water. If a road or railroad passes through the beach
It can be useful to change the facing on each unit as you hex, a GEV may move from road/RR to water or vice versa and get a
move it, to show which units have moved during the turn. Be road bonus for that phase, if and only if the GEV passes through the
sure to end the movement phase by changing facing on the beach hexside.
units that you chose not to move, to match the others. Facing
has no game effect except to mark which units have acted. Forest, rubble, and swamp are the same to GEVs. A GEV must pay
2 movement points to enter these hexes. Furthermore, a GEV ends
its movement for the turn when it enters such a hex. If it enters on
its first movement phase, it does not get a second phase. Finally, a
GEV entering these hexes may become disabled. Roll one die when
the GEV enters. A result of 1 or 2 means it is disabled; any other
result means it is unaffected. A unit disabled in this way may roll to
recover at the beginning of each turn. On a roll of 1 or 2, it remains
12 OGRE Sixth edition, revised • Battle Box
disabled; otherwise, it recovers. Note that this means that it will 5.11 Infantry riding vehicles. Infantry may increase their
take a GEV five turns, at least, to move through (for instance) five speed by “hitching a ride” on vehicles. The infantry counts toward
hexes of forest. stacking limits (5.02).
Towns affect GEVs like forest or swamp, except that there is no 5.11.1 Rideable vehicles. Infantry can ride the following
chance of the unit becoming disabled. vehicles:
Streams delay GEVs. A GEV which reaches a stream must stop and ►► Heavy Tank (one squad)
may not cross it until its next movement phase. There is no cost ►► Light Tank (one squad)
for crossing the stream, but the unit must be next to one at the
beginning of a movement phase in order to cross. ►► Superheavy Tank (two squads)
5.08.3 Effects on heavy tracked units. This includes Ogres, ►► GEV-PC (three squads)
Superheavy and Heavy Tanks, Mobile Howitzers, and Missile ►► Truck (two squads)
Crawlers with or without missiles.
►► Hovertruck (two squads)
Town hexes cost 2 movement points to enter.
Infantry riding a Truck or Hovertruck are assumed to be riding
Streams and forests do not slow them. inside, and cannot use their weapons until they dismount. Infantry
A heavy tracked unit entering a swamp hex pays 2 movement on other vehicles may fire while riding.
points to enter. It ends its movement for the turn and must roll one It would be physically possible for an Ogre to carry a number
die; on a roll of 1 or 2, the unit is stuck. Place a “Stuck” marker on it. of infantry squads equal to its Size minus 3. Unless specifically
A stuck unit may fire its weapon(s) normally, but may not move for permitted in a scenario, you will not get the infantry to go along
the rest of the game. with that idea. (See Size Table, p. 14.)
Water hexes may be entered by Size 5 and up units (Superheavies 5.11.2 Combat involving infantry riding vehicles. The
and Ogres) at a cost of 2 movement points per hex. Other heavy vehicle and infantry may both fire normally. After all, a speeding
tracked units cannot enter water. vehicle is a stable firing platform, compared to what these infantry
Ridges do not affect Ogres and Superheavies. Other heavy are used to.
tracked units may not cross ridges. If the vehicle + infantry combination is fired on, the attacker
Rubble does not affect Ogres and Superheavies. Other heavy makes one die roll for each attack on the combination, but calculates
tracked units treat rubble as swamp. the odds separately for the vehicle and all the infantry and applies
the results separately. Example: A Howitzer fires on a Superheavy
5.08.4 Effects on light tracked units. This includes Light Tank carrying two squads of infantry. The die roll is a 3. The attack
Tanks, Missile Tanks, and Mobile CPs (which are passenger vehicles, is a 3-to-1 on the two infantry (so a 3 eliminates both), but only
large but mostly hollow). a 1-to-1 on the Superheavy (so a 3 disables it). This procedure is
Water blocks all movement. None of these units may enter water followed in both normal combat and overruns. Note that a tank will
hexes. often survive a hit that kills its riders, but if the vehicle is a Truck,
Streams delay movement; a unit coming to a stream must stop the battlesuited riders may survive the hit that kills the vehicle.
and may not cross the stream until its next movement phase. (In Infantry riding in or on a vehicle receive the terrain defensive
other words, the only way to cross a stream is to start the movement bonus that applies to the vehicle, if any, and not the usual bonus
phase next to it.) for infantry.
Forest and town hexes cost 2 movement points to enter. 5.11.3 Mount/dismount sequencing for infantry. To mount a
Swamp (and rubble, which is treated as swamp) also costs 2 vehicle, an infantry squad must spend its entire movement for the
movement points to enter. In addition, a unit which enters a swamp turn. The vehicle may either start in the infantry’s starting hex or
hex must stop its movement for that turn and roll one die. A result pass through it. The vehicle moves normally on that turn.
of 1 or 2 means that unit is disabled; any other result means the unit The infantry may dismount in any hex of the
is unaffected. A unit disabled by swamp may roll to recover at the vehicle’s movement on any turn thereafter, but
beginning of its next turn. On a roll of 1 or 2, it remains disabled; may not move “on its own” on the turn it
otherwise, it recovers. A unit remains disabled as long as its owner dismounts, or mount and dismount on the
continues to roll 1s and 2s each turn. same turn.
5.08.5 Effects on wheeled vehicles. The only wheeled unit Infantry may fire normally on the turns it
in this set is the Truck. It does not get a road bonus. It pays 1 mounts and dismounts. Infantry may not
movement point to travel one hex along a road. If not moving along mount or dismount during the second
a road, it pays 2 to enter a town hex and 4 to enter a clear or beach movement phase, except in a ram
hex. It may not enter other terrain, or cross streams or ridges. or an overrun (Sections 6.07.3
5.09 Minimum movement. Regardless of other terrain effects, and 8.06.1).
any unit which is capable of moving at all may move one hex per 5.12 Leaving the map. Scenarios will
turn, as long as it is not moving into totally prohibited terrain. For list the sides on which units may move off
example, a Mobile Howitzer (movement of 1) could move its one the map, either to escape or in pursuit of
hex into a town, even though the normal cost to enter a town is 2 victory conditions. It takes 1 movement to
movement points. leave the map. Units which leave on other
5.10 Train movement. The train moves only along the railroad sides are considered lost to the enemy. No
tracks and follows special rules. See Section 9. unit may re-enter the map once it has left.
OGRE Sixth edition, revised • Battle Box 13
squad; on a 4-6, it is destroyed. All infantry are addressed together.
Any infantry riding externally that survive the ram are automatically
dismounted into the same hex and are treated as described in
Section 6.08.
Ramming 6.03 Ramming CPs and buildings. An Ogre may ram a CP,
destroying it. The Ogre loses a number of tread units equal to the
6.00
defense strength of the CP. For a standard CP, this is zero!
For ramming attacks against larger buildings, see Section
11.04.3.
Ramming takes place during the movement phase. Players
should decide in advance whether they will use the (fast, simple)
Size Table – Ram Damage Done To –
Ramming rules here, intended for games in which only one unit Size Units Ogre Building Train
normally occupies each hex, or the (more realistic and complex)
1 Truck, Hovertruck, INF squad n/a n/a n/a
Overrun Combat rules described in Section 8. Do not use both!
1 Light Tank. LGEV 1 tread n/a 1-to-2
6.01 Ramming. Ramming a unit is accomplished by moving
into its hex. Assess the results to both the rammed and ramming 2 Missile Tank 1 tread n/a 1-to-2
unit immediately. Ramming is a standard tactic for Ogres. For other 2 GEV 1 tread 1 die 1-to-1
units, ramming is a suicide attack.
3 GEV-PC 1 tread 1 die 1-to-2
6.01.1 Limit on ramming. An Ogre may either ram up to two
non-Ogre units per turn, or one enemy Ogre per turn. Reducing 3 Heavy Tank 2 treads 1 die 1-to-2
infantry is not a ram and does not count toward the ramming limit. 4 MCRL or CRL, MCP, MHWZ 1 tread n/a 1-to-2
6.01.2 Infantry mounted on vehicles during a ram. Infantry 4 HWZ n/a n/a n/a
riding on vehicles may dismount at the beginning of the ram as
long as they didn’t get on earlier that turn. They dismount into the 5 Superheavy Tank 1 die 2 dice 1-to-1
same hex; note this is an exception to Section 5.02.1 and is treated 5 Ogre Mk. I 1 die 2 dice X
the same as an Ogre’s ram described in Section 6.08. They cannot
remount in the same turn after the ram has been concluded. Those 6 Ogre Mk. II 1 die 2 dice X
who do not dismount will be attacked in one die roll against their 7 Mk. III, III-B, Ninja, Vulcan 2 dice 3 dice X
vehicle (see 5.11.2). Infantry within vehicles (Trucks, Hovertrucks)
8 Ogre Mk. IV, V, any Fencer 4 dice 5 dice X
may not dismount and are subject to 5.11.2.
9 Ogre Mk. VI, Doppelsoldner 6 dice 7 dice X
6.02 Ogre ramming armor units. Any immobile armor unit
(a Howitzer or any disabled unit) is destroyed if rammed. Any
armor unit except a Superheavy is disabled on a die roll of 1-3, and The Size Table shows the relative sizes of the units and the
destroyed on a die roll of 4-6. The Ogre player rolls the die upon damage that each does when ramming Ogres, buildings
ramming. If the armor unit is not destroyed, the Ogre may expend (11.04.3), and the train (9.05).
one more movement point, stay in that hex, and ram again.
6.04 Movement after ramming. If an Ogre has movement left
An Ogre loses two tread units (see 3.04.2) for ramming a Heavy after ramming an armor unit or CP, it may move on. However, if loss
Tank or MHWZ, and one tread unit for ramming any other armor unit. of tread units due to the ram reduced the Ogre’s movement points,
Exception: A Superheavy rammed by an Ogre suffers an immediate it may move only the reduced number of hexes that turn. Example:
1-1 attack. The Ogre loses three tread units. (If Superheavy treads A Mark V with 41 remaining tread units moves one hex and rams a
are being recorded per the optional rule 13.07, it loses treads as if it Missile Tank. This reduces its tread units to 40, so its movement is
were an Ogre Mk. I if it is not destroyed.) reduced to 2; it may move only one more hex that turn.
6.02.1 Ogres ramming armor units carrying infantry. 6.05 Ogres ramming Ogres. One Ogre may ram another by
Infantry riding armor units are subject to the same die roll as the moving onto its hex. The ramming Ogre immediately ends its
armor unit, as described in 6.02. On a 1-3, it is reduced by one movement for that turn in the last hex it occupied before ramming.
An Ogre which rams a larger Ogre loses five tread units. An Ogre
which rams a smaller Ogre, or one the same size, loses three tread
units. Relative sizes of Ogres are shown on the Size Table above.
To determine the damage that it does, the attacking Ogre rolls
as shown on the Size Table. The total on all the dice is the number of
tread units lost by the Ogre which was rammed.
Example: A Mark V rams a Mark III. The Mark V automatically
loses 3 tread units because it rammed a smaller Ogre. A Mk. V rolls
four dice to ram. The total rolled is 12, so the Mark III loses 12 tread
units. On its own move, the Mark III rams back. It automatically
loses 5 tread units because it rammed a bigger Ogre. A Mk. III rolls
two dice. The result is 8, so the Mark V loses 8 tread units.
Only tread units are lost to ramming attacks.
14 OGRE Sixth edition, revised • Battle Box
6.06 Reducing infantry. An Ogre does not literally “ram”
infantry, but any Ogre with AP weapons (or a Superheavy Tank)
may move into an infantry hex as though the infantry were not
there. If the Ogre/SHVY has any antipersonnel weapons left, the
infantry unit is automatically reduced by one squad. This does not
count as an “attack” for the AP weapons. An Ogre/SHVY in a hex
with infantry may expend a movement point, stay in the same hex, combat
7.00
and reduce the infantry again. When all its AP weapons are gone, an
Ogre/SHVY can no longer reduce infantry in this way.
6.07 Ramming by other units. Usually a tactic of desperation!
Note that infantry can never ram or be rammed.
7.01 Sequencing. The combat phase occurs after the regular
6.07.1 Ramming by Superheavies. A Superheavy may ram movement phase. Units do not get another combat phase after GEV
Ogres or other vehicles as if it were an Ogre Mark I (see 6.05, 6.08). second-phase movement.
The SHVY suffers a 1-1 attack when it rams, and if optional rule
13.07 is in use, it also loses treads as a Mark I. 7.02 Attack strength and range. Each armor and infantry
counter shows two numbers separated by a slash – e.g., 4/2. The
If a Superheavy Tank rams another unit that is carrying infantry, first number is the unit’s attack strength. The second number is its
Section 6.02.1 would apply. If the Superheavy Tank itself is carrying range – that is, the maximum number of hexes at which that unit
infantry and the infantry choose not to dismount prior to the ram, may attack. (There are no limitations for line of sight. All units are
they are destroyed. capable of indirect fire and may attack anything within their range.
6.07.2 Other armor ramming Ogres. Any other mobile armor The only exceptions are Lasers; see 12.02.)
unit may ram an Ogre by moving onto its hex. The Ogre loses a tread A unit with an asterisk after its attack strength may divide that
unit automatically (2 for a Heavy Tank). The armor unit is destroyed. strength into two equal attacks. For instance, the Superheavy Tank
Infantry riding armor units into a ram may choose to dismount (6*/3) may attack with two separate 3/3 attacks.
as in Section 6.01.2. If the infantry choose not to dismount, they 7.03 Defense strength. The right side of each armor and
are destroyed. Infantry that dismount are reduced by one squad if infantry counter shows its defense strength – e.g., D2. This is the
the Ogre has AP guns but otherwise occupy the same hex as the Ogre only stat shown on the disabled side of an armor counter, because
as described in Section 6.08. disabled units cannot move or attack, but can still defend.
6.07.3 Ramming by GEVs. GEV units (GEVs, LGEVs, and GEV- 7.04 Ogre weapon stats. An Ogre has several weapons, each
PCs) may not ram on the second movement phase if they attacked on with its own attack strength, range, and defense strength. The
that turn. GEV units ram Ogres as described above. When ramming bigger the Ogre, the more weapons it has. Ogre weapons are shown
other units, the GEV is always destroyed. The other unit suffers an on the Ogre Record Sheets, included as a separate component.
attack of twice the GEV’s normal attack strength (it is assumed the When an Ogre weapon is destroyed, it is marked off the record
GEV is firing its weapons as it rams). This may not be combined with sheet, as shown on p. 17.
other attacks.
7.05 Attacks. Each armor unit and infantry squad may apply
Infantry riding GEV-PCs into a ram against any unit other than its attack strength once per turn. Each Ogre weapon may apply
an Ogre may choose to dismount as described in Section 6.01.2. its attack strength once per turn until it is destroyed, with the
If the infantry choose not to dismount, they are destroyed along following exceptions:
with the GEV-PC, but they may add their attack strength to the GEV-
PC’s calculated attack strength when determining the ram attack. 7.05.1 AP weapons. Some units have antipersonnel weapons,
Example: Two squads of infantry on a GEV-PC are making a suicide effective only against infantry (including special infantry types)
ram attack against a Mobile Howitzer. The attack strength of the and D0 units such as a regular (unarmored) CP. A unit may not fire
ram is 4:1 for the GEV-PC, which is then doubled by the ram to 2, AP at the same infantry unit more than once per fire phase or once
plus 2 for the infantry. per overrun fire round, but any number of AP weapons may be used
for that single attack.
6.07.4 Other units. Units other than those specified are too
slow, too light, or too lightly armed to ram effectively . . . unless the Note: Any weapon may be used against infantry. AP weapons are
target is the train, as described in Section 9.05. useless against anything except infantry, targets with a defense of
0, and other targets as designated in scenarios. AP guns may not
6.07.5 Ramming buildings. See 11.04.3. be used to damage or destroy terrain, roads, rail or bridges, if those
6.08 Combat in same hex. If an Ogre ends its movement in optional rules are being used.
a hex with an enemy unit, and that unit is not destroyed by the 7.05.2 Missiles. Each Ogre missile is a one-shot weapon. If it
Ogre’s entry, the Ogre may attack it in the fire phase as if they were is fired (or destroyed before firing), it is gone; mark it off the Ogre
in adjacent hexes. If the enemy unit survives and is not disabled, record sheet.
it may move and attack normally on its next turn, or it may remain
in the hex and attack the Ogre as if they were in adjacent hexes. 7.05.3 Missile racks. An Ogre missile rack has no attack
strength of its own. It can fire one missile per turn as long as the
6.08.1 Recovery of disabled unit in same hex. In the unlikely Ogre has internal missiles remaining.
event that the Ogre ends its turn in a hex with a disabled unit, stays
in the hex through its next turn, yet never destroys the disabled 7.06 Combining attacks. Any number of units and/or Ogre
unit, that unit will recover normally, and may move and attack on weapons may combine their attack strengths into an attack on any
its turn as in 6.08. single target except Ogre treads (see 7.13.2 for attacks on treads).
OGRE Sixth edition, revised • Battle Box 15
7.07 One target per attack. An attack must be made against
one designated target only – either a given unit, or a given weapon
Combat Results Table
(or treads) on an Ogre, or the terrain (such as a town) in a hex. An Combat Odds
attack strength may never be divided between targets. A Missile Die
Tank could fire at 1 to 1 on one Ogre secondary battery, but not at 1
to 2 on two secondaries at once.
Roll 1-2 1-1 2-1 3-1 4-1
7.07.1 Infantry may have multiple targets. Exception
to 7.07: A 2-squad or 3-squad infantry counter may divide its
1 NE NE NE D D
attack strength between targets, because each squad can fire
separately. For instance, a 2/1 infantry could attack one GEV at
1 to 1, or two different GEVs at 1 to 2 each, or the same GEV twice at 2 NE NE D D X
1 to 2 each time. Infantry cannot divide itself into attack strengths
of other than whole numbers – no fractions.
7.08 Timing. A player may make his attacks in any order and
3 NE D D X X
may observe the results of each attack before announcing and
carrying out the next, in order to most efficiently use his strength.
However, a player must always announce what he is attacking, what
4 NE D X X X
he is attacking with, and the odds, before rolling the die – e.g., “All
right, I am now attacking that Missile Tank there, with three guns
from the secondary battery, which is a 4 to 1.”
5 D X X X X
7.09 Successive attacks. Any number of successive attacks may
be made against any unit or Ogre weapon in one turn, provided
that each attacking unit or weapon fires only once. Exception: an
6 X X X X X
infantry unit (1 to 3 squads in a single hex) may only suffer one AP
attack per turn from each attacking unit. See Section 7.05.1. 7.11 CRT results. Three possible outcomes are shown on the
7.10 Attack resolution. Each attack is resolved by comparing Combat Results Table: NE, D, and X.
the attack and defense strengths of the units, and rolling a die. ►► NE indicates “no effect” to the unit attacked.
Specifically: For each attack, all attack strengths involved are ►► X indicates destruction of the unit attacked; remove it from the
totaled, and then compared with the defense strength of the target, board.
in ratio form. This ratio is then reduced in the defender’s favor to one
►► The intermediate result is a D. An infantry unit is immediately
of the ratios shown on the Combat Results Table. In other words, the
reduced by one squad. An armor unit (or a hardened CP)
target of the attack gets the benefit of the rounding-off. Examples:
is “disabled.” A disabled unit cannot fire or move; turn the
►► An attack strength of 2 against a defense strength of 1 would be counter over. If it receives another D result while disabled, it
a “2-to-1” attack, written as “2-1”. 4 against 2, or 6 against 3, is destroyed.
would also be a 2-1.
A unit disabled by ramming or enemy fire recovers after one full
►► Attack strength 2 vs. defense strength 2 = 1-1. enemy turn has passed. If it becomes disabled on an enemy turn, it
►► Attack strength 3 vs. defense strength 2 = still only a 1-1. There’s remains disabled through that enemy turn, through its own turn,
not enough attack strength for a 2-1 attack, so it rounds down and through the next enemy turn; it then recovers. If disabled on
to the 1-1 column. its own turn by making a ram (6.07.1, 11.04.3), it remains disabled
through the enemy turn and recovers on its next turn.
►► Attack strength 2 vs. defense strength 3 = 1-2.
A unit disabled by entering terrain remains disabled through
►► Attack strength 6 vs. defense strength 1 = 6-1 (treated as 5-1; the enemy turn and rolls to recover on its next turn.
see below).
A D result does not affect the train or Ogres.
►► Note that any attack at 5-1 or better is an automatic X, and 7.11.1 Spillover CRT results. When spillover fire (7.12) occurs,
anything worse than 1-2 has no effect.
each result on the CRT is “taken down” one step. A D result is read
Once the attack odds have been determined, the attacker rolls as NE, and an X is read as a D. To affect a unit with a spillover, you
the die and consults the proper column of the Combat Results Table must roll an X – and then it counts only as a D.
(CRT) to find the result. Results are applied immediately.
7.11.2 Overrun CRT results. When an overrun attack (Section
8) occurs, treat any D or X result to non-Ogre units as an X. Only a
true X affects an Ogre, though.
7.12 Attacks on stacked units: spillover fire. When units are
stacked (that is, when more than one counter is placed in the same
hex), they may be attacked as follows: The attacking player declares
one of the counters to be the “target” of the attack. The attack on the
target is resolved normally. Each other unit counter in the hex then
immediately suffers an attack at half the strength (not rounded)
used in the attack on the target; this represents “spillover” fire and
Normal Disabled blast effect. When a unit suffers spillover fire, all combat results
from the CRT are reduced in effect: An X on the CRT is treated as a D,
16 OGRE Sixth edition, revised • Battle Box
and a D is treated as NE. Thus, the only unit that can be eliminated for a tank and the infantry riding it (Section 5.11.2), and (c) Ogres
in one spillover attack is a single squad of infantry. However, a unit and buildings (Section 11.04) ignore spillover fire. Bridges in
can be disabled in a spillover attack (X result, treated as D) and then the optional rules (Section 13.02) also ignore spillover, though
destroyed by the same result in a second spillover. see Section 13.02.1 for attacks on the center hex of river bridges.
Example: A Heavy Tank, Missile Tank, and a squad of infantry are Note: attacks targeted against Ogres and buildings (and terrain and
in the same hex. The hex is fired on by a Howitzer (attack strength bridges in the optional rules) produce spillover fire on other eligible
6); the Heavy is the target. Its defense is 3, so it suffers a 2-to-1 units in their hex.
attack. At the same time, the other two units in the hex each suffer 7.12.3 Spillover against terrain. If the optional rules for
a half-strength (that is, attack strength 3) spillover attack – which damaging and destroying terrain are being used, spillover attacks
would be a 1-to-1 on the Missile Tank and a 3-to-1 on the infantry. are also rolled against the defending unit’s hex. See Section
Each of the attacks is resolved with a separate die roll. 13.01.2. If the hex itself is targeted, then spillover attacks are made
7.12.1 Attacks on stacked infantry units. The first time a stack against eligible units within the hex (7.12.2).
is attacked during a fire phase, the defender determines how its 7.12.4 Timing of spillover attack results. When an attack
infantry are grouped, with up to 3 squads per group. For instance, 5 against a target generates additional spillover attacks (Sections
squads of infantry could be treated as a 3 and a 2, or as a 2, 2, and 1, 7.12, 7.12.2), the results of all those attacks take effect at the same
or as five 1s . . . etc. The attacker then chooses the target. The other time. Example: An attack is targeted against a damaged Town hex
units or groups are subject to spillover fire. In an overrun attack (Section 13.01), causing spillover on a GEV in it (Section 7.12.3).
(8.00), though, each squad is always a separate unit. All infantry The attack roll destroys the hex, but the GEV still gets its defense
mounted on the same vehicle always form a single group. Other strength doubled against spillover (Section 7.14.2), because the
infantry in the hex may not be joined to this group. results of both attacks take effect at the same time.
7.12.2 Units affected by spillover fire. All units (friendly 7.13 Attacks on Ogres. Any unit firing on an Ogre must specify
or enemy) in a hex are affected by spillover fire, except: (a) a the target it is attacking: either one specific weapon or the Ogre’s
unit’s own fire does not spill over onto it, and no spillover fire is tread units.
calculated in an overrun; (b) separate spillover fire is not calculated
Example of play
If it is the defending player’s fire phase, he might
(for instance) fire the Heavy Tank against the main battery
(1-to-1), Missile Tank against one of the secondaries (1-to-1),
GEV against a main battery (1-to-2), adjacent infantry units
This is a section of the map and an example of an Ogre record against treads (always at 1-to-1), and Howitzer against a
sheet for an actual game. The Ogre has fired both its missiles. secondary (2-to-1). The 2-squad infantry counter and the LGEV
It has lost two secondary battery guns, three antipersonnel are out of range and cannot fire.
weapons, and 22 tread units – so it is down to 2 movement
points. Remember, the Ogre is really in the counter’s front hex. The defense would also have the option of combining fire
from the various units in order to get improved odds.
If it is the Ogre’s fire phase, it could (for instance) fire the
main battery against the LGEV (4-to-1), one secondary on the If it is the Ogre’s movement phase, it could follow the red
Heavy Tank (1-to-1), one secondary on the GEV (1-to-1), 3 AP arrow (ramming the Heavy Tank). Or it could follow the green
on the 3-squad infantry counter (1-to-1), and 2 AP on the single arrow, eliminating the 1-squad infantry counter and reducing
squad of infantry (2-to-1). It cannot fire on the Howitzer or the the 2-squad counter to a single squad. Or it could move to any
Missile Tank; they are out of its range. other non-crater hex within 2 of its present position.
The Ogre could also combine its fire; for instance, it could, If you are learning the game and preparing to play a
instead of the above attacks, use both secondaries on the GEV scenario on the Ogre map, stop here. Sections 1-7 have all
(3-to-1) and then, if it wished, fire on the GEV again with the the rules you need for your first games.
main battery (2-to-1). Or it could fire both secondaries and the
main all together (5-to-1 – a sure kill).
OGRE Sixth edition, revised • Battle Box 17
7.13.1 Attacks on Ogre weapons. If weapons are the target, 7.14.3 Defensive terrain and roads. A unit on the road gets
the attack strength of the attacker(s) is compared with the defense the full defensive bonus of the terrain in its hex.
strength of the weapon attacked. Example: A Missile Tank could 7.14.4 Water. A GEV on water attacks and defends normally.
fire on a gun from the secondary battery at 1-1, a missile at 1-1, an
AP gun at 3-1, or a main battery at 1-2. A Howitzer could attack a An Ogre or Superheavy submerged in a water hex may not attack.
secondary at 2-1, and so on. An X result on the CRT means the target It may be attacked only by a ram by another such unit, an overrun
weapon is destroyed. D results do not affect Ogres. by Marines, or by (all at half strength) Howitzers, Mobile Howitzers,
and Ogre missiles. It can also be affected by Cruise Missiles (see
7.13.2 Attacks on Ogre treads. If the Ogre’s tread units are the 10.04).
target, each attack must be made by an individual unit, and always
at 1-to-1 odds. In other words, after the attack is announced, the Infantry in a water hex may not attack; its defense strength is
attacker rolls the die, and on a roll of 5 or 6 (X at 1-1 on the CRT), the unaffected.
Ogre loses a number of tread units equal to the attack strength of Exception: Marines may attack while in water, and their defense
the attacking unit. Thus, a successful Heavy Tank attack on treads is doubled. Marines which are overrun in the water by GEVs may
would cost an Ogre 4 tread units. Exception: up to three infantry choose either to fight on the surface (retaining their double
squads in the same hex may combine fire against treads. defense) or to dive and avoid combat entirely while staying in that
7.13.3 Destroying Ogres. An Ogre is not destroyed until all its hex.
fireable weapons and tread units are gone. Any remaining unfireable 7.15 The train in combat. See Section 9.
internal missiles are then considered destroyed. However, a lone,
immobile Ogre is helpless; at that point, the game is as good as over.
7.14 Terrain effects on combat. Several types of terrain give a
defense bonus to units in them, or limit the attack ability of units Just as for movement, it can be useful to change the
in them. facing on each unit as it attacks. Be sure to end the fire phase
by changing facing on the units that did not fire, to match
7.14.1 Forest, swamp, and rubble. Forest, swamp, and rubble the others.
hexes double the defense strength of infantry. They do not affect
the defense strength of other units.
7.14.2 Towns. Town hexes triple the defense strength of
infantry, and double the defense strength of all other units,
including the train. A town hex gives a D0 unit a defense of 1. When
Ogre treads are the target in a town, they are destroyed only on a
roll of 6.
18 OGRE Sixth edition, revised • Battle Box
8.05.1 Disarmed Ogres. If, during overrun combat, an Ogre
loses all its weapons that have valid targets in that combat, it is
OVERRUN
removed from the combat after two further enemy fire rounds and
replaced in the hex. Thus, when Ogres are involved, overrun combat
may end with opposing units still in the same hex. If that Ogre was
COMBAT
an attacker, it may then use any movement points it has remaining
to leave the hex.
8.00
Overrun combat uses the combat rules described above, but
8.05.2 Ogre ramming during overruns. A mobile Ogre may
ram any one enemy unit (except infantry) at the end of its first fire
round. If the target was anything other than another Ogre, it is
destroyed and the Ogre suffers tread damage as detailed in Section
6.02.
takes place during the movement phase. Units in an overrun may 8.05.3 Ramming by other units during overruns. Any other
fire multiple times during a turn, rather than the one-shot-per- unit which could legally ram a unit or building during regular
turn rule of 7.05. Players should decide in advance whether they movement may ram at the end of its first fire round, with normal
will use the (fast, simple) Ramming rules in Section 6, or the (more effects.
realistic and complex) Overrun Combat rules described here. Do not
use both! 8.05.4 Missile racks in overruns. A missile rack can fire only
one missile per turn. Once an Ogre uses a missile rack, it may not
8.01 Initiating an overrun. The moving player (attacker) use it in subsequent fire rounds that turn, either in that overrun or
initiates an overrun by moving one or more units (see 8.06) into later ones. If the attacks are taking place on the Ogre’s turn, it may
an enemy-occupied hex. Overrun combat is settled immediately, also not fire that missile rack on its regular fire phase.
before the attacker’s movement phase continues.
8.06 Moving and stacking during overruns. Since an overrun
8.02 Attack strength in overruns. Attack strengths of infantry takes place during a movement phase, more than five units may
and Ogre weapons, and of the AP weapons of Superheavy Tanks, are participate in an overrun attack. However, the stacking limit of 5
doubled in overrun attacks, whether they belong to the attacker units must be observed at the end of the movement phase, even
or the defender. Disabled units, which normally may not attack, if the attacker must remove units to comply. It is permissible to
are allowed to fire in an overrun situation. Any disabled unit in bring units different distances to let them participate in the same
an overrun hex may fire at half its printed attack strength (not overrun. For instance, one GEV could move one hex into an enemy
rounded). Any CP has an attack strength of 1 in an overrun (1/2 if it hex; another could move two hexes, and another four, into the
is disabled). All other units have normal attack strengths. same hex; the attacker could then declare the overrun and all three
If a disabled Superheavy is overrun, its AP guns are halved GEVs would participate.
because it’s disabled and doubled because it’s an overrun, so they 8.06.1 Infantry mounted on vehicles. Infantry riding on
fire at normal strength. vehicles may dismount at the beginning of the overrun. They
8.03 Defense strength in overruns. Defending units in an cannot remount after the combat. Those who do not dismount
overrun attack get their normal defensive multipliers, if any, for will be attacked in one die roll against their vehicle (see 5.11.2).
the terrain in that hex. The attacker in an overrun does not get any Infantry within vehicles (Trucks, Hovertrucks) do not dismount,
bonus; all attacking units defend at their printed strengths. cannot fight in the overrun, and are subject to 5.11.2.
8.04 Resolving an overrun attack. When an overrun takes 8.07 Overrun situations on water hexes. Units in water hexes
place, all units in that hex (on both sides) are removed to a spot may be underwater (Ogres and Superheavies), on the surface (GEVs
beside the board and all infantry units are divided into 1-squad and swimming infantry), or either (Marines). Swimming infantry,
counters. Combat will take place between those units only until only except for Marines, cannot fight; Ogres and Superheavies can fight
one player has units left. only by ramming each other. GEVs can attack only units on the
surface. Marines can attack any unit in the hex, or can avoid all
Overrun combat is resolved in “fire rounds.” The defender has the
foes except other Marines by going underwater. So, in an overrun
first fire round. Each of his units from that hex (including disabled
situation:
ones) fires once. Any attacker receiving either a D or X result is
removed. Surviving attackers (including any disabled due to terrain ►► If neither side can attack the other, no combat occurs, and both
when entering the hex) may then return fire, and any defending remain in the hex, unaffected.
unit receiving either a D or X is removed. Surviving defenders then ►► If some units on each side can attack, play out the overrun
fire again . . . and so on until all units on one side are gone. normally. If there are also units in the hex that cannot attack,
Note: Spillover fire (7.12) is not calculated in an overrun, the other side must decide whether to spend fire rounds
because shots at close range will be better aimed. However, these attacking them instead of active enemies.
well-aimed shots mean that units receiving a D result during an ►► If only one side can attack the other (either at the beginning
overrun are considered destroyed, instead of just disabled. of the combat, or as a result of combat losses), the side that
Units can combine fire, or fire in succession on one target, just cannot fight is destroyed. Exception: Ogres are removed from
as in a regular attack, as long as no unit fires more than once per the overrun after suffering two further enemy fire rounds, and
fire round. remain in that hex.
8.05 Ogre overrun rules. Ogres in an overrun situation follow 8.08 Resuming play after an overrun. Return all surviving
the above rules, except that only a true roll of X affects an Ogre, units to the contested hex. The attacker’s movement phase
and: continues. If he won the overrun attack, and any of his surviving
units have movement points left, they may continue to move,
OGRE Sixth edition, revised • Battle Box 19
and may participate in another overrun. Any of the attacker’s Each marker is arrow-shaped,
units which had not yet moved may now move freely through the to show the train’s direction, with a
contested hex. Exception: If an enemy Ogre in the hex retains AP, movement number. There are four
infantry moving through the hex must overrun it. markers available per train: M0/1,
8.09 Notes on overruns. Obviously, the defender has a great M2/3, M4/5, and M6/7.
advantage in a situation where the attacker runs right into his M4/5, for instance, means that the
guns. Infantry is powerful in an overrun; their weapons are more train will move forward either 4 or 5
effective at close range, and their reactions are better. An Ogre’s hexes (as the owning player chooses). On its movement phase, the
robot reflexes make it deadly at close quarters, too. train must move one of the two distances shown by the counter on
Even a disabled unit can fight in overrun combat. Every vehicle it at the beginning of the turn.
carries a computer to aid in movement and fire control; should the The train must always go forward unless it begins the turn with
crew be knocked out, the tank will continue to protect itself against the M0/1 marker. In this case, it may either go one hex forward,
immediate dangers. It won’t maneuver or make long-range shots – stand still, or reverse (remember to switch the arrow!) and go one
but it can take advantage of local cover and fire on enemies nearby. hex in the other direction.
It will rarely be to the attacker’s advantage to make an overrun 9.02.1 Changing speed. At the end of each turn, the player
unless he has a strongly superior force, or must clear a hex to open owning the train may change its speed by one marker faster or
a line of movement. Overrunning a position in any but clear terrain slower. That is, if its speed was M2/3, he may change it to M0/1 or
is expensive. Overrunning an Ogre is usually suicide. Overrunning to M4/5. If it was M4/5, he may change it to M2/3 or to M6/7. If it
with an Ogre will clear out almost any position – but the Ogre may be was 6/7, it may go only to 4/5; if it was 0/1, it may either go to 2/3
badly battered in the process. in the same direction, or 0/1 in the reverse direction (reverse the
If the optional rules for damaging and destroying terrain are arrow). Of course, its speed may always stay the same.
being used, overrun attacks automatically damage the terrain. See If a train did not move on the previous turn, and is still at 0/1
Section 13.01.2. speed, it is considered “standing still” for combat purposes.
Note: The train has engines at each end and is capable of equal
speed in either direction. The “front” counter is determined by
which way the train is moving.
9.02.2 Terrain effects on train movement. The train moves
The Train
only along the rail hexes, and ignores all terrain over which the
rails pass.
9.00
9.02.3 Stacking rules. The train does not count against
stacking limits.
Unless the train is armed (9.03.1), enemy units may enter its
hex freely.
A train may be used as a scenario objective, trying to escape 9.02.4 Running off the rails. If the train moves into a hex
from attackers, or as a source of reinforcements. Trains move only where the rails are cut, it is destroyed.
along the railroad lines. 9.02.5 Multiple trains. A scenario may allow more than one
9.01 Train counters. A standard train on the same track. If they collide at any speed, both are
train is made up of two counters, so destroyed.
it takes up two hexes (this is a long 9.02.6 Paired tracks. A scenario may specify that there are two
train!). The train’s defense strength (or more) sets of tracks on the rail line. If so, trains on different
is always 3. In some scenarios tracks may pass one another. Destruction of a rail hex, or a train on
(9.03.1), the train may have an that hex, still cuts all lines within the hex.
attack strength; otherwise it may
9.03 Attacks on the train. The train’s defense strength is D3.
not attack.
Either counter of the train may be attacked. Only an X result affects
9.02 Train movement. The two the train.
train counters are identical, and the
If an attack destroys the rear of the train (or either half of a train
train may go either direction. “Front”
standing still), that counter is flipped to the destroyed side, but the
and “back” are always relative to the
other half of the train is not affected. If an attack destroys the front
movement of the train.
of a moving train, the whole train is destroyed; remove the counters
The rear half of the train always unless there are other trains in the scenario.
remains connected to the front half,
If a train counter is destroyed, the rails in those hexes are
unless the rear half is destroyed (see
considered cut; this may matter for victory points.
9.03).
9.03.1 Armed train. The defender may exchange up to 4 armor
The speed of the train is
units for train guns. For each armor unit given up, he can put one
represented by the train movement
4/2 gun on each of the train counters (thus, if he exchanges 4
markers. Each train gets one marker,
armor units, the train will have 8 attacks, each with a strength of
placed on or beside the train as
4 and range of 2, per turn). These guns have no separate defense
convenient.
strength; if the train counter goes, they go.
20 OGRE Sixth edition, revised • Battle Box
In an armed-train scenario, the counters may separate. Each is
then treated as a one-counter train.
9.03.2 Terrain effects on train defense. If a train counter is in
a town hex, its defense strength is doubled. Other terrain does not
affect the train’s defense. CRUISE
9.04 Overrun attacks on the train. If an unarmed train
MISSILES
10.00
overruns, or is overrun by, a unit with a regular combat strength,
it is destroyed. Even a disabled unit can destroy the train if it is in
the same hex. Exception: An overrun onto the rear counter of the
train, or either counter if the train is standing still, destroys only
that counter.
Cruise Missiles are big, destructive weapons which can
If the train is armed, treat the overrun (or overrunning) hex of unbalance a game. Don’t use them in scenarios where there is only
the train just like any other unit in resolving overrun combat. one target, because then the game comes down to one die roll.
9.05 Ramming the train. Ogres and armor units may ram a Players should not add Cruise Missiles to their forces until they
train counter by moving onto its hex, even if ramming rules are not have some experience. The best defense for Cruise Missiles is Lasers
otherwise in use. (Section 12).
If an Ogre rams a train counter, the train counter is destroyed. 10.01 Background. Large missiles are very expensive, and
The Ogre immediately loses half its remaining tread units (rounded vulnerable to defensive fire – especially from heavy lasers. However,
up), suffers a 2-to-1 attack against each of its other components, they can still be cost-effective if used properly. A battlefield Cruise
and ends its movement. (Note that if an Ogre has no weapons left Missile has its own computer brain, steering jets, and enough BPC
except AP, ramming is the only way it can attack the train.) shielding to protect it from near misses; it flies only a few meters
above the ground. Most Cruise Missiles are fired from protected
If a regular armor unit rams the train, the ramming unit is sites in rear areas, but Missile Crawler units are available to take
destroyed. The train counter suffers a 1-1 attack if the ramming unit them close to the front when necessary.
was a Superheavy or a standard GEV, and a 1-2 attack if the ramming
unit was any other armor unit. 10.02 Firing. One turn represents 4 minutes. In that time,
a Cruise Missile can reach any point on the map (however big the
9.06 Collisions. The owner of any unit in a rail hex may declare map is) – unless it is intercepted. However, the farther the missile
that unit to be on the track. A unit which got a road bonus last turn travels, the more likely it is to be successfully tracked and shot down.
for moving on the track is automatically on the track. If the train When a player wishes to fire a Cruise Missile, he does so during his
moves onto a unit on the track, or multiple units in the same hex: fire phase. The missile starts at its crawler and immediately moves
(a) If the enemy units are armed, even the weakest armed unit one hex at a time, by any route indicated by its owner, until it is
would be able to cut the tracks in front of the train as it intercepted, or its owner states that it has reached its target and is
approached. The train is destroyed. If the train is moving at exploding. (Missile counters are provided, but a pointing finger will
speed 5 or better, the wrecked train may still strike the enemy suffice.) Once a Cruise Missile is fired, it is tracked to its destination
units. Roll a 1-1 attack on every unit except infantry. Otherwise, and its fate resolved before any more actions occur.
the enemy units are unaffected. (Special case: If the enemy
unit is an Ogre with no weapons other than AP, the result is the
same as if the Ogre had rammed the train, per 9.05).
(b) If the enemy units are unarmed, the train collides with them.
Roll a single attack on the train with an attack strength equal
to the combined Size (p. 14) of the enemy units. The enemy
units are destroyed.
9.07 Reinforcements from the train. A scenario may allow an
unarmed train to bring in reinforcements. Only units of Size 3 or
below may go on the train. Each half of the train may carry up to
12 “size points” worth of armor (e.g., 4 Heavy Tanks, or 12 squads
of infantry). If GEV-PCs are carried, the Size of any infantry riding
them does not count.
Infantry may fire from the train unless they are mounted on
GEV-PCs within the train. Other units may not fire.
Infantry may leave the train freely at the beginning of any turn.
Vehicles may only leave the train if it does not move on that turn.
Only two vehicles per turn may exit each half of the train. They end
their move on any adjacent hex which they can legally enter.
If a train counter is destroyed, each infantry squad on board
suffers a 1-1 attack; survivors are free to move on their next turn.
Armor units suffer a 1-1 attack, and all surviving armor units are
considered “stuck,” as if they were in a swamp. If a scenario allows
non-combat units (such as Trucks) on board, they are destroyed if
the train is destroyed.
OGRE Sixth edition, revised • Battle Box 21
10.02.1 Fratricide. The explosion of a Cruise Missile will knock Units, buildings, and terrain in nearby hexes may also be
down any other missiles in the air nearby. Therefore, on a turn affected by the radiation and shockwave, depending on their type
in which a player wishes to fire multiple Cruise Missiles, he must and their distance from the explosion, as follows:
write down beforehand the number of missiles being fired, and
each target hex. Missiles are resolved in the order written down.
If a missile explodes, all remaining missiles aimed at that hex, or EFFECTS OF MISSILE EXPLOSION
at any other target within six hexes of the explosion point, are UNIT TYPE RESULTS
lost; they are considered to have been destroyed by the explosion. X 4-1 2-1 1-1 1-2 NE
Furthermore, no Cruise Missile fired later on that turn, whatever
Any D0 unit or any GEV* 1-2 3 4 5 – 6+
target it is aimed at, may pass within six hexes of the explosion site.
Missiles already fired that turn are unaffected by fratricide (this D1 armor unit, hardened CP 1-2 – 3 4 5 6+
avoids circular effects!). D2 armor unit, hardened CP 1 2 3 4 – 5+
10.03 Interception. A Cruise Missile may be attacked by any D3+ armor unit, train, HCP – 1 2 3 – 4+
enemy unit when it passes within that unit’s attack range. Since
the missile travels so quickly, each interception attempt is a single Infantry (each squad) 1 – 2 3 – 4+
quick shot at low odds – but it takes little time, and does not affect Town or forest hex 1-3 4 5 6 – 7+
the unit’s ability to move and fire on its next turn. Disabled units
may not attempt interception. Road, railroad, or bridge – – 1 – 2 3+
10.03.1 Movement and interception procedure. The attacking Ogre (each component) – – 1 – 2 3+
player indicates the missile’s path, one hex at a time, counting each Building (20 or fewer SP) – – 1 – 2 3+
hex as it is entered. As each hex is entered, the defending player may
Building (21-50 SP) _ – – 1 – 2+
attack the missile with any unit in range of that hex. A successful
attack, as shown on the table below, destroys the missile. A unit Building (over 50 SP) – – – – 1 2+
may fire at the missile at any time while the missile is in range, but
no unit may fire more than once against any single Cruise Missile. * When a D0 unit or CP is hit by the shockwave, roll as for any
(Ogres and Superheavy Tanks may fire once with each weapon they other unit.
have, except that Missile Racks may still be used only once per
turn.) If two or more Cruise Missiles are fired during the same turn,
each unit in range may attack each missile separately. To use this table, find the unit type in the first column. Read
across to the distance in hexes from that unit to the explosion. Then
10.03.2 Attack odds. When attacking a Cruise Missile, a unit read up to find the result: automatic destruction (X), no effect (NE),
rolls two dice. The number on the table below, or higher, kills the or an attack at a specified odds ratio.
missile. Note that the attacking unit receives a bonus if the missile
is more than 10 hexes from its hex of origin. The farther a missile Terrain may protect units outside the explosion hex. If a unit
has gone, the easier it is to track and kill. is in forest or swamp, treat it as being one hex farther from the
explosion. If it is in a town hex, or underwater, treat it as being two
hexes farther away. Infantry in a rubble hex is also treated as being
ATTACKS ON CRUISE MISSILES – Roll two dice two hexes farther away.
Any armor unit with attack strength 1 or 2 .......................... 12 When Structure Points of a building, or Ogre treads, are the
target, divide the total number of SPs or tread units by 5. Round up,
Any armor unit with attack strength 3 or more ......... 11 or above
and roll that many separate attacks. Each X destroys 5 SPs or treads.
Each individual squad (1/1 unit) of infantry ........... 11 or above If a damaged building is the target, use its current SP value, rather
Each Ogre main or secondary battery ...................... 10 or above than its original value, to determine which line of the table to read.
Each Ogre missile ..................................................9 or above
Laser or Laser Tower ..............................................9 or above
10.05 Off-board missiles. Some scenarios allow one player to
Missile has traveled more than 10 hexes from origin .... +1 to roll use Cruise Missiles fired from off the board – i.e., from protected
Missile has traveled more than 15 hexes from origin .... +2 to roll sites some distance away. These are treated exactly like crawler-
fired missiles except that:
Missile has traveled more than 20 hexes from origin,
OR missile was fired from off the board.................... +3 to roll (a) The scenario will specify an “origin area” for each off-board
missile. The missile must enter from this area.
10.03.3 Premature detonation. When a Cruise Missile is (b) Since an off-board missile has already traveled a long way
successfully attacked, the owning player rolls one die. On a roll before reaching the combat zone, the enemy is assumed
of 1-5, the missile is simply shot down. On a roll of 6, the missile to have tracked it already, and each unit firing on it gets an
explodes in the hex where it was intercepted! Results are as in automatic +3 bonus to its roll. No further bonus is received,
Section 10.04, below. no matter how far the missiles travel once they are on the map.
10.04 Detonation. When a Cruise Missile reaches its specified 10.06 Post-firing tactics. Once a missile is fired, a Crawler has
target hex, after the defending player has completed all interception no further combat value for that game. However, it represents a
attempts in that hex, the attacker announces that the missile is large investment, and the owning player should try to protect it to
exploding. This devastates an area over a kilometer across. Remove deny victory points (see back cover of Scenarios) to the enemy.
all units, buildings, etc., in the hex it strikes. Place a crater marker
in that hex, unless it is in a lake or river.
22 OGRE Sixth edition, revised • Battle Box
BUILDINGS
11.00
11.01 General. The CP units in Ogre and G.E.V. represent small
structures, protected mostly by ECM and perhaps a few centimeters 11.04.2 Overrun attacks. When a building is attacked in
of BPC or a few meters of earth. The town hexes are assumed to an overrun – i.e., when the attackers are in the same hex as the
consist of ordinary wood and brick construction. A large building, building – damage is doubled: each attack does damage equal to
built from steel and concrete and armored as heavily as an Ogre, four times the weapon’s attack strength. Each unit or weapon may
is much sturdier. No single attack with anything less than a Cruise only attack a building twice per overrun, regardless of the number
Missile will destroy such a building. of “fire rounds” that are exchanged between the attacking units
11.02 Building Types. There are five different types of building and any defenders in the hex. Note, though, that attackers which
counter; see Section 3.06 for descriptions. Buildings of a given type still have movement left after an overrun may expend another
may vary in the number of Structure Points (SP) they have, since movement point, stay in the same hex, and make another overrun
some are more strongly built than others. Scenarios will specify attack!
building types and SP. If a building in a town or forest is overrun, damage is doubled
11.03 Structure Points. for overrun and halved for terrain, so the net effect is that damage
The strength of each building is twice the weapon’s attack strength.
is measured in Structure Points 11.04.3 Ramming buildings. An Ogre may ram a building as
(SP), as shown on a separate though it were ramming a larger Ogre (Section 6.05). Thus, any
Structure Point marker. Ogre loses five tread units each time it rams a building. The Ogre
When a building is attacked, it rolls dice, as per the Size Table, to determine how many SP the
loses Structure Points; keep track building loses, but it rolls one more die than it would if ramming
of this on a piece of paper, using another Ogre.
the building’s hex number to identify it. When a building’s SPs are Some other units can ram buildings, per the Size Table on p. 14.
reduced to 0, it is destroyed. A Heavy Tank or Superheavy may ram once per turn. It undergoes
11.04 Attacks on buildings. Buildings may be attacked by a 1-2 attack when it rams. If optional rule 13.07 is in use, a SHVY
regular fire, in an overrun attack, or by ramming. instead loses treads as an Ogre Mark I. GEVs and GEV-PCs can only
damage a building by crashing into it at full speed – which, of
11.04.1 Regular attacks. Any unit with an attack strength may course, destroys the hovercraft as well. Other units are too slow, or
attack a building. AP weapons have no effect on buildings, but all too light, to affect a building by ramming.
other weapons automatically hit if fired at a building within range.
Any weapon does damage equal to twice its attack strength. Thus, 11.04.4 Spillover attacks. Attacks targeting a building will
an Ogre main battery, with an attack strength of 4, would do 8 SP cause spillover attacks on terrain and other eligible units in the
damage to a building. same hex (Section 7.12.2, 7.12.3). However, buildings themselves
do not suffer from spillover fire when other targets in their hex are
If a building is in a town or forest, attacks are halved to normal attacked.
attack strength. Thus, an Ogre main battery, with its attack strength
of 4, would do only 4 SP damage to a building in town. 11.04.5 Combat Engineering attacks. Combat Engineers and
Vulcans (see Section 15.00) do double damage against stationary
structures. This is in addition to any other modifiers, as described
in Section 11.00. Thus, attacks at range cause damage equal to four
times the squad’s or Vulcan’s attack strength, and damage done
during a building overrun is sixteen times the attack strength. Other
units that are stacked with the Combat Engineers or Vulcan during
the attack on the building also do double damage!
11.05 Stacking. Any number of buildings may be placed in a
single hex. Buildings do not count against the stacking limit for
armor units in a hex. Other units (unless specified for a scenario)
get no protection from being located in the same hex as a building.
11.06 Building identification. Each flat building counter
shows only the word “Building” on the reverse side, to allow
scenarios in which some or all buildings are unidentified at the
beginning of combat. In such a case, a building counter is turned
right-side-up, and the building identified, when any enemy unit
passes within 3 hexes.
OGRE Sixth edition, revised • Battle Box 23
lasers optional
12.00 rules 13.00
12.01 General. Laser units are primarily for missile defense, These rules may be used to add detail when the basic game is
but can also be used against attacking units. Defensively, they are fully mastered. They may be used in any combination.
buildings with Structure Points; see Section 11. 13.01 Damage to terrain and roads.
12.02 Standard Lasers. A standard Laser turret has a range of Damage to terrain can be tactically useful, and
30 hexes. Its line of fire is blocked by ridge hexsides or any raised is an objective in some scenarios. Each hex has
terrain – i.e., forest, swamp (assumed to contain trees), towns, or a defense strength of 4 and may be attacked
rubble. separately, as though it were a unit. Calculate
spillover fire normally on any units in the hex.
To determine Laser line of sight, place a straightedge between
the centers of the Laser hex and target hex. If the line enters or If a town or forest hex gets a D result, it is
crosses any forbidden terrain, or runs along a line between two damaged. All roads (including rail) through that
hexes of forbidden terrain, the Laser cannot fire. Otherwise, it can hex are cut. Place an overlay with the damaged
fire. version of that terrain. It will cover the road.
Effects on movement and defense strength are
12.03 Laser Towers. A Laser Tower mounts the same type of otherwise unchanged.
Laser that a standard emplacement does. Its height makes it more
vulnerable, but also gives it a much greater range: 60 hexes. A Laser If a damaged town or forest hex gets another
Tower can fire over any type of terrain, but cannot attack a unit that D result, or if any town or forest hex gets an
is actually in a town, swamp, forest, or rubble hex. Exception: A X result, it is turned to rubble. Place a rubble
Laser Tower can always fire on a Cruise Missile in range, because the overlay (left) on the hex. Ogres and Superheavies
missile flies over terrain rather than hiding within it. treat rubble as clear terrain. Other units treat
rubble as swamp. Any road or railroad through
12.04 Attacks against Cruise Missiles. Each Laser or Laser the hex is cut.
Tower can fire once at each Cruise Missile that comes within its
range. The defender decides when to fire. The chance of a hit A clear or swamp hex can be attacked, as above. A D or X result
is determined by the table in Section 10.03.2. A hit destroys the cuts the road or railroad, but no result changes the terrain type.
missile. Place an overlay showing the same terrain type, covering the road.
12.05 Attacks against Ogre missiles. A Laser or Laser Tower 13.01.1 Weak attacks. In the event that a hex is attacked by a
can attempt to intercept each Ogre missile on the turn it is fired. No lone unit with an attack strength of 1, allow it a 1-2 attack on every
other unit may do so – Ogre missiles are smaller second turn.
and faster than Cruise Missiles. To hit an Ogre 13.01.2 Spillover and overrun damage to terrain. If a regular
missile, the Laser must roll a 10 or above on two attack is made against a unit in a town or forest hex (or any hex
dice. (Missiles from a Missile Tank are too small containing a road or railroad), a spillover attack is rolled against
and fast for a Laser to attack at all.) Ogre missiles the hex’s defense of 4. As with other spillover attacks, the attack
fired during overruns may not be intercepted. is at half strength, D results are ignored, and X counts as D. This
12.06 Attacks against other units. If a Laser or means only attacks with a base strength of 4 or more can have any
Laser Tower did not fire at all during the preceding spillover effect on the terrain!
enemy turn, it may make one attack during its own fire When overrun combat takes place in an undamaged hex, the hex
phase. It has an attack strength of 2, and may attack any becomes damaged as of the end of the overrun, regardless of the size
unit within the restrictions of 12.02 and 12.03. of the combat. Overrun combat in an already-damaged hex does not
12.07 Damage. When a Laser or Laser Tower is damage it further.
reduced to 10 SP, it is “damaged.” Place a “Damaged” 13.01.3 Automatic destruction of roads and railroads. Any
marker. The Laser can no longer fire, but it is not unit may spend its attack against a road or railroad in the same
actually destroyed until it is reduced to 0 SP. hex, destroying it automatically. Place a Road Cut marker. The hex
12.08 Spillover fire. A Laser attack does not give itself is not damaged. Automatic road destruction does not create
spillover fire on units stacked with the target. If a spillover fire against other units within the hex.
vehicle is the target, the attack does affect infantry The road or railroad in a hex is also cut if the hex is damaged or
riding on that vehicle (Section 5.11). turned to rubble (see 13.01).
12.09 Overruns. A Laser being overrun fires at 13.02 Destruction of bridges. Where a road or railroad crosses
double strength (4), because of the close range. a stream hexside, there is a stream bridge with a defense strength of
However, a damaged Laser (Section 12.07) does D6. It lies in two hexes and can be attacked by firing at either hex.
not fire at all. Fire on both of its hexes can be combined for effect. Only an X result
24 OGRE Sixth edition, revised • Battle Box
destroys a bridge. If the bridge is destroyed, the road is cut. Place If a mine is not on a road, it explodes only on a die roll of 6 (5 or 6
an overlay showing a stream with a downed bridge. for an Ogre). Mines that fail to go off are unaffected, but by entering
If a stream bridge is attacked by a unit in one of its own two the hex, the opposing player learns that it is mined.
hexes, it is automatically destroyed. A mine explosion affects only the unit setting it off. Armor units
Stream bridges are considered to be BPC-armored, and are not are destroyed; infantry is reduced by 1 squad; an Ogre rolls 1 die
affected by anything except direct attacks. and loses that many tread units. The mine itself is destroyed. A
mine explosion on a bridge hex destroys it; a mine explosion on a
13.02.1 Attacks on large bridges. A bridge which crosses a full road or railroad creates a road cut. Mines are not large enough to
hex (such as G1-2013) has a defense strength of 8. A river bridge turn towns or forest to rubble.
lies in three hexes – the river hex and the adjoining road hexes –
and can be attacked by firing at any of them. Fire on any of its hexes Mines can be laid in water. In shallow water (a lake or river),
can be combined for effect. If a river bridge is attacked by a unit in they would be triggered by any enemy unit passing above them.
one of its own three hexes, it is automatically destroyed. On the ocean bottom, only an Ogre or large ship would set them
off. Effects of mines in water, and rules for detection and removal,
River bridges are considered to be BPC-armored, and are not are the same as for regular mines . . . except that only a Marine
affected by anything except direct attacks. Exception: An attack on Engineer, a Vulcan, or a Heavy Drone can place or clear mines in the
a unit on the center hex of the bridge gives an automatic, separate water (see Section 15.00, Combat Engineering).
attack, of the same strength, on the bridge itself.
13.04.1 Ogre passive mine detection. All Ninjas (see Section
13.02.2 Results of river bridge destruction. If a river bridge 14.02), Vulcans (see Section 15.02), and cybertanks of size 8
is destroyed, place a “Bridge Out” overlay on it. No units can safely or greater (see the Size Table on page 14) have state-of-the-art
cross the river on the destroyed bridge. For movement and defense detection equipment, giving them advanced awareness of mines
purposes, all units treat that hex as swamp. and other hidden units. Whenever a qualifying Ogre is about to
When a river bridge is destroyed, any unit on its center hex is enter a hex with a mine or a hidden unit, the opposing player must
also destroyed, except an Ogre. An Ogre falls into the river in that acknowledge the presence of a mine (or hidden unit) within the
hex. Four dice are rolled; this is the amount of damage done to hex. The Ogre may then choose to stay still, move elsewhere, or
the Ogre’s treads. Each other component of the Ogre immediately continue into the hex. If an Ogre voluntarily enters a mined hex,
suffers a 1-1 attack. the mine goes off only on a roll of a 6, instead of the usual 5 or 6. See
Section 15.02 for active detection of mines and minefields.
13.03 Ogre equivalents. When purchasing armor units, Ogres
may be substituted. The following table shows how many armor units 13.05 Camouflage. Some or all defending units are optically
(or 3-squad infantry counters) each Ogre is worth. For example, if and electronically masked. The attacker(s) can detect the presence
a scenario calls for 30 armor units, a player could instead take an of each unit, but not its nature. The defender sets up his forces and
Ogre Mark II (worth 8 armor units) and 22 armor units. then replaces each camouflaged unit with a numbered ? counter.
He keeps a list of what unit is represented by each number. As soon
Unless a scenario specifically suggests substituting Ogres, using as any camouflaged unit moves or fires, or as soon as an enemy unit
these equivalents is always optional. Some scenarios will become moves through or fires on its hex, the ? marker is replaced by the
badly unbalanced by the addition of an Ogre, especially a big one. real unit.
The values for units larger than Mark III-B are only guidelines,
depending entirely on the map and objectives. The Mark VI and 13.06 Dummy units. The defender sets up with some extra
Doppelsoldner are not at all recommended for scenarios that use counters, placing a “Dummy” marker underneath each one. He
only a single map, unless the entire objective is a slugfest! places an equal number of ? markers under other counters so it’s not
obvious which units are dummies. A dummy may be camouflaged.
The cost of special-purpose cybertanks (Ninja, Vulcan) depends
on the scenario, but should be at least 25 armor units (150 VP), if A dummy cannot move or fire, and is removed when an enemy
they can be “bought” at all. unit moves through or fires on its hex. A ? counter under a real unit
is removed when that unit moves, fires, or is disabled.
Mark I����������������������������������������������������������� 4 armor units 13.07 Partial damage for Superheavies. A Superheavy Tank
Mark II���������������������������������������������������������� 8 armor units may be treated as a small manned Ogre, with its own record sheet.
Mark III��������������������������������������������������������17 armor units The ability to survive an X result with only partial damage makes SHVY
Mark III-B�����������������������������������������������������20 armor units units considerably tougher. Increase SHVY cost to 3 armor units.
Fencer����������������������������������������������������������22 armor units D results have their normal effect, but a second D has no further
Fencer-B�������������������������������������������������������23 armor units result; D results don’t combine into an X.
Mark IV, V�����������������������������������������������������25 armor units
Ninja, Vulcan�����25 armor units or more, depending on scenario On any X result, roll one die.
Mark VI, Doppelsoldner�����������������������������������40 armor units 1, 2 One main gun and one AP gun are lost. Unit is disabled. If
both main guns were already gone, unit is destroyed.
13.04 Mines. The defender is given a predetermined number 3 Tread damage. Roll 1 die and mark off that many treads. Unit
of mines. He places them in whatever hexes he wishes, recording is disabled.
the hex numbers and whether they are on the road. Any number of
mines may be placed in a hex, and only one goes off at a time. The 4 Major tread damage. Roll 2 dice and mark off that many
attacker does not know which hexes are mined. treads. Unit is disabled.
If a mine is on a road, it explodes when any unit enters that hex 5 Mobility kill; mark off all treads. Unit is disabled.
on the road, but is unaffected if a unit enters the hex without using 6 Unit is destroyed, as with a normal X result.
the road.
OGRE Sixth edition, revised • Battle Box 25
SHVY Record Sheet A LAD cannot repack itself without help. It takes a squad of
Combat Engineers three turns to re-palletize a LAD, and one further
turn to load it onto a Truck. A Vulcan may break down and load an
2 CANNONS
ATK 3 RNG 3 SUPERHEAVY LAD in one turn provided it performs no other action that turn.
Rarely is it worthwhile to move a LAD under combat conditions.
LADs still on a pallet can also be placed as part of a defensive
setup. Small, stealthy, and powered down, they are very hard to
detect. The opponent will not detect a collapsed LAD until it starts
to set up, or until one of his units moves into the hex of the LAD.
The LAD player should note which hexes have a LAD emplaced
18 TREAD UNITS within them, and should be prepared to show this notation when
MOVE STARTS AT 3
the opponent enters the hex of the LAD. An overrun does not take
place when a opponent enters a hex with a collapsed LAD, as the
3 AU/ 2 LAD is not a functioning combat unit at that time. The unit entering
18 POINTS the hex may still fire on the LAD pallet during its Fire Phase, if it so
SIZE 2 ANTIPERSONNEL 1 desires.
ATK 1 RNG 1
5 0
LADs still on a pallet may be attacked directly prior to setting
up. A LAD on a pallet is treated as a D0 unit; it is destroyed by any
attack. Additionally, LADs on a pallet that are being transported
Tread units are also lost if the SHVY rams a building or Size 5+ suffer spillover attacks at defense strength 0 if the transport vehicle
unit, or is rammed by a Size 5+ unit. It cannot be automatically is attacked.
destroyed by a ram.
The LAD is considered a Size 1 unit when set up. When collapsed,
it can ride a Size 1 Truck or Hovertruck as cargo. If a LAD must be
moved to terrain that regular cargo haulers cannot reach, any
Advanced
infantry squad can move a LAD pallet one hex per turn. A LAD that
is set up may not be moved.
14.02 Ogre Ninja. Of the many experimental cybertanks
Units
designed by the empires of the 21st century, certainly the best
14.00
known was the Combine’s Ninja. It was by far the most successful
attempt at a “stealth” cybertank. How do you hide something the
size of a small building? With lots of electronics. The Ninja traded
offensive armament for speed, intelligence (almost all were self-
aware), and defensive electronics and weaponry. Probably fewer
There are a number of advanced units available in the game. than a hundred were built; they were expensive, and not cost-
Combat Engineers and Vulcans are addressed in Section 15.00, effective in a stand-up combat role. But as sneaky raiders or tactical
Combat Engineering. This section details the rules for Light Artillery recon units, they were unmatched. Legends built up around the
Drones, the Ninja, and Mine-Detecting Hovertrucks. Ninja.
14.01 Light Artillery Drone (LAD). It has Attack 2, Range 8, The Ninja carries a main battery and two secondary batteries.
Defense 1, and Movement 0. It is considered a Size 1 unit when It has a single missile rack and four internal missiles; two more
set up. However, it can be transported collapsed as a single cargo missiles are mounted externally. It has eight AP batteries. A Ninja
pallet by a Truck or Hovertruck, or a Vulcan, and set up quickly. The starts with a move of 4 and 40 tread units.
sequence of it setting up is as follows:
Because of a Ninja’s elaborate ECM, ECCM, extra point-defense
•Turn 1: Unloading. It is assumed the transport has its own armament, etc., it is very hard to hit. Subtract 1 from the die roll of
unloading capability. All the transport needs to do is remain in any attack made against a Ninja except, in overruns only, by Ogres
one place for one turn. Place the LAD pallet in the same hex as the or infantry.
transport.
Units cannot combine fire against the Ninja unless they are
•Turn 2: The LAD unpacks itself, sets itself up, and runs attacking from a hex adjacent to the Ninja. Units farther away
diagnostics. Replace the pallet counter with the regular LAD must take their shots individually. Infantry may still combine into
counter. It may be targeted, but may not attack. The unit that a platoon of three squads. An enemy Ogre may combine the fire of
transported it may move away normally. any of its own weapons, regardless of the distance.
•Turn 3: The LAD can fire. Ninjas are frequently accompanied on missions by a variety of
Drones: recon, security, and simple distraction. None of these are
very large, but some might be dangerous. Players and referees are
encouraged to be creative.
14.03 Mine-Detecting Hovertruck. Hovertrucks may be
outfitted as mine-detection units if the optional mine rules (Section
13.04) are being used. Such a unit costs 2 VPs and may not carry
infantry or cargo; it’s full of hardware and specialists. It detects
mines as though it was a Combat Engineer squad (Section 15.03.3).
Placing and disarming mines still require a Combat Engineer or
Vulcan. It moves and defends like a regular Hovertruck.
26 OGRE Sixth edition, revised • Battle Box
combat
15.01 Combat Engineers (CE). Combat Engineers are specialist
battlesuit squads with unique training to assist friendly forces or
hinder enemy ones. Combat Engineers stacked in the same hex with
other units can provide assistance with difficult terrain. Combat
Engineering Engineers may attempt to perform an engineering task in place of a
combat action during the Fire Phase of a turn (see Section 15.03).
15.00
Combat Engineers are deployed in special scenarios. Players
can mutually agree to allow Combat Engineers in other scenarios,
by trading regular infantry for Combat Engineers at a 2 to 1 ratio;
for example, 10 regular infantry might be exchanged for five
Combat Engineers. As specialist infantry, Combat Engineers are
Combat Engineering is the art and science of altering a worth double victory points (i.e., 4 VP per squad). Other than as
battlefield to support friendly forces or thwart enemy ones. This mentioned below, Combat Engineers should be treated as infantry
may be done by: in all other circumstances.
►► aiding the movement of friendly units; 15.01.1 Marine Engineers (ME). Marine Engineers are treated
►► impeding enemy movement; for all purposes like regular Combat Engineers, except that they
►► or directly attacking or defending. move and attack equally well on land and water, and have double
defense in water hexes. Marine Engineers may perform engineering
Combat Engineers are infantry with specialized training; tasks in water as applicable, such as placing, detecting and
Vulcans, aided by their Heavy Drones, are the Ogre equivalent. disarming mines in water. Marine Engineers cost 6 VP per squad,
In these rules, the term ‘Sapper’ encompasses human Combat (or 3× the cost of regular infantry.)
Engineers as well as Vulcans and/or their Heavy Drones.
15.02 Ogre Vulcan. The Vulcan repair and recovery cybertank
In the world of Ogre, there are two types of tasks that may was the Combine’s solution to the logistic problem of delivering an
be performed on the nuclear battlefield: engineering tasks and Ogre quickly. An Ogre could be shipped in modules, sea-freighted,
Vulcan tasks. During a game, either Combat Engineers or Vulcans or even airdropped, and assembled in the field. But there were some
may perform engineering tasks, whereas only Vulcans and/or places where human assembly crews couldn’t go . . .
their Heavy Drones may perform Vulcan tasks. Some tasks succeed
automatically after a specific amount of time, while others require a The Vulcan was built on a Mk. III-B chassis, with huge three-
roll to determine whether the task was completed. fingered manipulator arms replacing the main batteries. For
purposes of size and ramming, treat it as a Mark III. Lighter than a
Unless otherwise specified, a Vulcan with both arms and a Mark III, it was significantly faster: It starts with a move of 4 hexes.
full complement of Light Drones is the equivalent of four Combat It has 48 tread units. Vulcans are worth 150 points or more, as
Engineer squads for human-capable tasks. Each Heavy Drone adds determined by the scenario.
another two squads equivalent.
The manipulator arms are intimidating, but they are not
Rules for repacking LADs by Combat Engineers and Vulcans may effective weapons against anything faster or better armored than a
be found in Section 14.01. human being. Each arm is targeted separately, and has D2.
Each Vulcan carried scores of small Drones for maintenance 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 manipulator arm, which the Vulcan could use
as one of its own. A Vulcan may control up to four Heavy Drones at
once, in addition to its swarm of light specialist Drones.
The Vulcan was not intended for combat at all. The original
design was unarmed, but the generals – and the self-aware Ogres
already in existence – insisted on some self-defense capability in
case of surprises. However, all it has are two secondary batteries
and six AP guns. The Vulcans were all self-aware, and they also knew
perfectly well that they were scarce and hard to replace. Therefore,
they exhibited even more caution than other self-aware units.
Vulcans also got along better with humans than did most Ogres.
The Vulcans worked closely with human techs, considered “their”
crews to be valuable assets, and went to surprising and ingenious
lengths to protect them. And, while many Ogres displayed a
warrior’s frightening sense of humor, Vulcan humor tended to be
actually funny, even silly. How much of this was “real” is anyone’s
guess, but the result was that experienced tech crews could work
efficiently, and even comfortably, with Vulcans, and Vulcans often
became unofficial liaisons between human and Ogre elements.
OGRE Sixth edition, revised • Battle Box 27
15.02.1 Cargo capacity. The Vulcan has enough internal cargo
space to carry a dozen Ogre missiles, or two Platoons (or six squads)
of battlesuited infantry if they’re not claustrophobic, or six LADs
on pallets, or an equivalent load. This storage space will survive
as long as the Ogre does. The Vulcan’s top cargo area can carry a
unit or units totaling Size 4, or four Platoons (or 12 squads), or 12
LADs on pallets, or two dozen Ogre missiles, but these are exposed.
Combat units will be exposed to spillover fire from anything that
hits the Vulcan. Items on pallets, missiles, and so on will simply be
destroyed if the Vulcan is hit. The internal cargo area is accessed by
a retractable ramp, which was frequently useful in vehicle recovery.
15.02.2 Maintenance and assembly. The list below is not 15.02.3 Vulcan Heavy Drones. Vulcan Heavy Drones have one
exhaustive; it covers a few jobs a Vulcan might be given, but referees giant manipulator arm and no weapons, and move and defend as
should extrapolate from this to set logical times for anything that a Heavy Tanks. A Heavy Drone can pick up and carry one cargo pallet
Vulcan could reasonably do. across its prow. Picking it up or putting it down takes one turn.
These times assume “two arms” – an undamaged, unassisted Without a Vulcan to command it, a Heavy Drone is merely a
Vulcan with its swarm of Light Drones. medium-sized construction crane that can accept voice commands.
Reduce time by 1/3 (i.e., a 6-turn job takes 4 turns) if there is They are capable of great precision, but have no common sense, let
one more arm helping, whether it belongs to another Vulcan or a alone intelligence. For engineering work, an unaccompanied Drone
Drone. Halve times if two arms (both arms of another Vulcan, or two is worth two Combat Engineering squads, but only if at least one
Drones) are helping. For most maintenance tasks, that’s the largest Combat Engineering squad is in the same hex or if the Vulcan is in
group that can do the job efficiently. Too many helpers might get in the same or an adjacent hex and controlling it via a Drone channel.
each other’s way, so referees need not assume that “more is better.” Drones are worth 16 victory points each. This reflects not their
Combat Engineers or skilled human techs could also assist a Vulcan, combat value, which is negligible, but their scarcity and the fact
but these are topics best left for a refereed situation. that they act as a “force multiplier” for the Vulcan.
Some jobs and their associated times: 15.02.4 Vulcan combat Drones. Although the Vulcan wasn’t
►► To secure a damaged armor unit in the field and winch it onto intended to control vehicles in combat, its four Drone-control
the top cargo area: six turns. channels could be used to communicate with the onboard computer
systems of a regular armor unit. Those systems, unaided, will allow
►► To unload all palleted cargo from either the top or interior, or an armor unit to move intelligently over short distances, and to
to load new cargo that is palletized and ready to go: six turns. attack at half strength; that’s why disabled units defend normally
►► To load or unload a single specified item: one turn. and attack at half strength while the crew recovers.
►► To assemble an Ogre from its modular parts: With a Vulcan in the loop, an armor unit can become, in essence,
a combat Drone, and operate normally with no crew at all. Humans
Mark II – 12 turns. are used for crew not because they are better, but because they are
Mark III – 30 turns. far cheaper than combat-capable AI systems! Each such unit takes
one of the Vulcan’s four Heavy-Drone slots.
Mark III-B – 42 turns
15.02.5 Duckling Drones. If the Vulcan is not trying to do any
Mark IV or V – 60 turns
more with a controlled unit than keep it nearby and drive it along, it
Vulcan – 72 turns may have up to four units of any type in each Drone control channel.
Ninja – at least 75 turns So a Vulcan might be followed by up to 16 “ducklings,” all within one
hex of the Vulcan. These ducklings may be Heavy Drones, combat
units, Trucks and/or Hovertrucks, or any combination of the above.
Of course, not being at all stupid, the Vulcan would probably put the
ducklings in front if the area were not secured.
In a combat situation, the ducklings fight at half strength.
They must either stay within a hex of the Vulcan or stop moving
completely, in which case they are considered disabled. (Of course,
if there is a live crew aboard, it can take over.)
In most surprise combat situations, a Vulcan with ducklings
would simply take full control of the most useful and drop the others
to fend for themselves as disabled units. The Vulcan determines
Mark VI units were never delivered in modular form. Ogres larger which four ducklings are under active control at the beginning of
than a Mark III-B are not normally built under combat conditions, each turn. It can switch which four it controls each turn. If a group
and Vulcans and Ninjas were almost always delivered to safe areas of ducklings is overrun, the Vulcan can take active control of four of
for assembly. They were too scarce to drop into a potential combat the units for the duration of the overrun; the remainder of the units
zone unless a great deal was at stake. But scenario writers will find should be treated as disabled.
reasons . . .
If fire is directed at an unfinished Ogre, treat all D results as X.
An unfinished Ogre cannot shoot back.
28 OGRE Sixth edition, revised • Battle Box
15.03 Engineering tasks. Combat Engineers and Vulcans A Vulcan has state-of-the-art detection equipment, giving it
may perform various tasks on the battlefield. These tasks fall into advanced awareness of mines and other hidden units. A Vulcan
two general categories: building things (repairing roads, building searches for mines as above, but rolls two dice. Heavy Drones are
bridges, making entrenchments) and destroying things. not equipped to detect mines and cannot aid in these rolls.
To attempt to perform an engineering task, one or more Combat Whenever a Vulcan is about to enter a hex with a mine or a
Engineer squads and/or Vulcans must start their turn in the hex hidden unit, the opposing player must acknowledge the presence of
they wish to perform the task, and stay in that hex for the duration a mine (or hidden unit) within the hex. The Vulcan may then choose
of that turn. Tasks are assigned a number that must be rolled on one to either not enter the hex and move elsewhere, or continue into
die for success. This assumes a single squad of Combat Engineers. the hex. See Section 13.04.1, Ogre passive mine detection.
Extra squads, or Vulcans and their Drones, can help. Each squad of Once a mine is detected, a Sapper may enter the hex without
engineers allows one extra die to be rolled. A Heavy Drone gives two fear of detonation. Additionally, other units may traverse the hex
dice; a Vulcan with two arms gives four. without fear of detonating the mine as long as the Sapper is in the
Example: if three squads of Combat Engineers are attempting to hex. Units will lose the road bonus when traversing a mined road,
bridge a stream, three dice are rolled for the attempt; a single Heavy however. The Sapper may not fire or perform any other task during
Drone (controlled by a Vulcan elsewhere) attempting to bridge the turn it assists in mine avoidance.
that same stream on its own would roll two dice; a lone Vulcan The mine is still active, and will be dangerous to others, once
attempting the same task would roll four dice. If a 6 is rolled on any the Sapper leaves the hex.
die, the task is successfully completed.
15.03.4 Disarming enemy mines. A Sapper may disarm enemy
There is no limit as to the number of Sappers that may help to mines once they are discovered. Successfully disarming an enemy
perform any specific task on a turn, but each Sapper may make only mine requires a roll of 5+. A failed roll does not mean that the mine
one attempt per turn, and the specific task may be attempted only exploded; rather, it simply means that it will take at least another
once per turn regardless of how many Sappers participate in the turn to successfully disarm that mine. Disarming a mine destroys
attempt. Attempting a task counts as that squad’s “attack” for that the mine without detonating it.
turn, and is made during the Fire Phase.
15.03.1 Placing mines. If mines are available in the scenario,
any Sapper may attempt to place a mine, as per Section 13.04.
Placing a mine successfully requires a roll of a 5 or 6, regardless
of the unit. The mining player should make note of the hex within
which a mine is placed and, if applicable, if it is on a road or rail.
There is no consequence for a failed roll, and the Sapper may try
again next turn.
15.03.2 Disarming friendly mines. Any friendly Sapper in
the mined hex can automatically disarm successfully placed mines
without requiring a roll at the start of their turn. Disarming friendly
mines does not require an action during the Fire Phase (it is done
during the Recovery Phase), but re-arming them does require the
“placement” action during the Fire Phase. This allows friendly units
to traverse the mined hex safely on their turn. Re-arming mines
that have already been placed is an automatic success during the
Fire Phase. 15.03.5 Building entrenchments. Sappers may protect
infantry in clear, forest, or rubble terrain through entrenching.
15.03.3 Active mine detection. By using Drones and the A die roll determines how many squads the entrenchments will
specialist tools built into their battlesuits, Combat Engineers may protect. On a roll of a 1-4, one squad-equivalent of Combat Engineers
attempt to detect mines in any of the hexes surrounding the one creates an entrenchment that can protect one squad of infantry. A
they’re occupying. The chance of success is directly related to roll of a 5 creates an entrenchment that can protect two squads, and
the number of hexes they a roll of a 6 creates a 3-squad entrenchment. Any number of CEs,
attempt to search per turn. Vulcans, and Drones may help, as above. The single best result from
To detect any mines in the the die rolls represent the extent of entrenchments created on that
searched hexes, they need turn. Players should place the appropriate entrenchment counter
to roll on one die a number or a token (penny, etc.) in the hex per entrenchment to depict the
greater than the number of location and number of the entrenchments.
hexes they are searching. For
example, to search three hexes, Entrenchments double the defense strength of infantry within
a Combat Engineer squad would the entrenchment in clear terrain, and triple the defense strength
need to roll a 4+ on one die of infantry within the entrenchment in forest or rubble terrain (this
to succeed. A successful replaces the benefit for the forest or rubble). Additionally, if the
roll detects all mines result on the CRT is a D, the lost squad comes from any units not
in the hexes being entrenched prior to those entrenched; randomly determine from
searched. the squads that aren’t entrenched. Calculate spillover fire normally
on any units in an entrenched hex. Spillover fire has no effect on
entrenchments themselves.
Infantry, including Heavy Weapons Teams, can fire normally
from entrenchments.
OGRE Sixth edition, revised • Battle Box 29
For scenarios using the Ogre map, i.e., ramming rules instead Engineering Task 1d6 roll for success
of overrun rules, entrenched infantry are not reduced when an
Ogre first enters their hex. The Ogre may spend an additional MP Placing a mine 5+
to remain in the hex and reduce the infantry normally (see Section Detecting a mine variable
6.06). Thus it is possible for an Ogre to move into or through the hex
without reducing the entrenched infantry. Disarming an enemy mine 5+
Entrenchments have no effect on vehicles or movement. Digging entrenchments variable
Entrenchments in any terrain other than clear, forest, or rubble offer Repair road/bridge stream/build ramp 6
no benefit. Entrenchments may not be built within a revetment.
Grading ridges 5+
Infantry from either side may use entrenchments simply by
moving into the hex, as long as no enemy units are present. Finishing off an Ogre 4+ or 6
An entrenchment is just a narrow slit in the ground and may not
15.04 Vulcan engineering tasks. Some jobs are too big to be
be separately targeted except by direct fire from close range (within
performed by humans on the nuclear battlefield within the time
the hex). Thus, if you control an area, you may destroy any or all
limits required and without extensive machinery. Vulcans and
of the entrenchments, but if you do not control the area, you must
their Drones handle Vulcan tasks the same way that humans handle
simply attack the entrenched infantry.
regular engineering tasks (see Section 15.03). The difference is in
15.03.6 Terrain leveling. Repairing roads cut in a single spot, the number of dice available to roll for success and whether one or
bridging streams, or creating improvised GEV ramps are tasks that more Heavy Drones are required for the attempt.
require some degree of tools and materials beyond what a squad
A Vulcan or Heavy Drone attempting to perform a Vulcan task
would be carrying on the battlefield. A player picking one or more
must start the turn in the hex they wish to perform the task, and
Combat Engineer squads may choose a Truck or Hovertruck per
stay in that hex for the duration of that turn. Tasks are assigned a
squad with the needed gear to perform these tasks. These Trucks
number that must be rolled on one die for success. A Vulcan rolls
are not specialized engineering vehicles; they are simply loaded
two dice for success; each Heavy Drone that assists contributes one
with equipment and supplies. The cost is 1 VP cost per Truck or 2
die to the attempt. If any one die rolls the required number, the task
VP per Hovertruck. Vulcans and Heavy Drones have these tools and
succeeds. Some Vulcan tasks require Heavy Drones; these required
supplies automatically.
Drones do not add dice to the success roll. As they are required, their
One or more Combat Engineer squads with the associated presence is factored into the two dice the Vulcan rolls. Additional
Truck(s), or a Vulcan and/or Heavy Drone, may attempt to repair Heavy Drones may assist the Vulcan or Heavy Drone attempting the
a cut road, bridge a stream, or build a GEV ramp. The Truck needs task, adding an additional die per Heavy Drone above the required
to start, and stay, in the hex for the entire turn with the Combat number to attempt the task. Attempting a task counts as an “attack”
Engineer. A separate Truck is required for each squad that attempts for that turn, and is made during the Fire Phase.
the task. A roll of 6 is required to succeed.
15.04.1 Assist “stuck” units. A Vulcan may remove units
Combat Engineers may NOT clear roads that are cut due to stuck in swamp hexes. First, the Vulcan (and possibly, one or more
damaged or rubbled terrain during a game; the damage is too Drones) needs to get to the stuck unit. This requires the Vulcan to
extensive (see Section 13.01). Combat Engineers may not repair enter the swamp hex. Although it may attempt to do so as any other
railroads during the game, as the task is too specialized. These unit by just entering the hex, it risks getting stuck itself if it rolls
are tasks specific to Vulcans and their Heavy Drones, as described a 1 or 2 on one die. To avoid getting stuck, a Vulcan may make a
under 15.04 Vulcan Tasks. prepared entrance into the hex. The Vulcan player rolls one die, and
15.03.7 Grading ridges. By planting charges in the right spot, the result is the number of turns the Vulcan (and any accompanying
a low point may be created in a ridge to allow units to pass through units) must wait prior to entering the hex. The other restrictions of
the ridge as if it were not there. Any Sapper may attempt this task, a swamp hex still apply.
and other Sappers may aid as usual; the attempt succeeds on a roll On the turn following its entrance into the swamp hex, the
of 5 or greater. A clear hexside marker should be placed over the Vulcan may attempt to free the stuck unit. This requires a roll of a 6
ridge on the map. on one die. A Vulcan may attempt to free any unit size 5 or smaller
15.03.8 Destroying Ogres. An Ogre that has lost all its
weaponry but can still move remains a threat on the battlefield.
Combat Engineers may destroy it by placing specialized nuclear
charges at critical points on the Ogre. To do so, they must move into
the hex containing the Ogre; rather than an overrun attack, this
constitutes the Combat Engineers climbing onto the weaponless
Ogre. Successfully detonating a “coup de grace” charge requires a
roll of 4, 5 or 6. The Combat Engineer squad remains in the hex.
Should the attempt fail, it may be attempted again on a subsequent
turn.
Against Ogres that still have AP guns, a Vulcan (or Heavy Drone
guided by a Vulcan) may also plant an execution charge. This
requires a roll of 4+ to succeed if the Ogre is immobile, or a 6 to
succeed if the Ogre can still move; it will try to evade, and on its own
turn will probably ram the attacking unit.
30 OGRE Sixth edition, revised • Battle Box
on its own. For every step up in size, one Heavy Drone is required
to assist in the attempt. Additional Heavy Drones may assist in the
attempt above the number required to make the attempt. Example:
a Mark III (size 7) took an ill-advised jaunt through a swamp hex
and got stuck. Freeing this Ogre requires the Vulcan and two Heavy
Drones; a third and/or fourth may join the effort, thereby adding
one or two additional dice to the one die the Vulcan rolls for success. 15.04.7 Create revetment. Revetments are prepared positions
Heavy Drones may not attempt to free a stuck unit on their own. A for armor units and infantry that can add to their defensive strength.
Vulcan may not attempt to free itself should it become stuck, and In years past they were earthen embankments that could deflect
Heavy Drones that are stuck may not assist in freeing other units or absorb incoming rounds. In the nuclear world of Ogre, the best
until they themselves are unstuck. defense is . . . still to dig a hole in the ground. Revetments have no
inherent movement value and may not be moved by other units.
15.04.2 Repair cut rail. A Vulcan or Heavy Drone may repair a
rail line that has been cut. The Vulcan needs to start, and stay, in the Revetments add +1D to the defense strength of a combat unit.
hex for the entire turn to attempt this task. Clearing a “Road Cut” This bonus is added after any terrain bonus multiplier. Spillover fire
marker on a rail line requires a roll of a 5 or 6 to succeed. Vulcans rules are applicable to other units sheltering within one.
may not repair rails that are cut due to damaged or rubbled terrain Revetments are static positions, and can be targeted
during a game; the damage is too extensive (see Section 13.01). independently. They have a defense strength of 2. See Section 7.12.
15.04.3 Clear roads in damaged terrain. A Vulcan may clear Revetments may receive terrain defensive bonuses like other armor
roads that are cut due to damaged terrain (see Section 13.01). units (e.g., they have a defense strength of 4 in a town hex). Only
Clearing damaged terrain requires either a Vulcan or at least two an X result has an effect on revetments; a D is considered a NE for
Heavy Drones. A roll of 4 or greater is needed to succeed at this task. game purposes.
Additional Heavy Drones may assist in the attempt, adding dice to Revetments come in two sizes: small and large. A small
the success roll. This task is separate from mending a road that revetment can offer protection to a unit size 3 or smaller, whereas a
has been deliberately cut in one spot; that smaller level of repair is large revetment protects a unit or units up to size 5 (see Size Table
covered in 15.03.6, terrain leveling. The damage in rubbled terrain on page 14). More than one unit may occupy the revetment as long
is still too extensive for a Vulcan with Drones to clear or repair as the total size is less than the size of the revetment and stacking
within the confines of the game. limits are observed. Example: up to three Light Tanks (size 1 each)
15.04.4 Reload missiles. If a Vulcan is carrying spare missiles, could all occupy a small revetment and benefit from the +1D.
that Vulcan or an accompanying Heavy Drone may reload either Entrenchments may not be built within a revetment.
internal or external missile launchers. External missiles may only
be reloaded if they were fired; the launcher is too damaged to 15.04.8 Towing vehicles. A Vulcan can tow disabled or
reload an external missile that was destroyed in place. Reloading immobile vehicles. Attaching the vehicle to the tow hitch is a Vulcan
an external missile is an automatic success, although the action Task, which succeeds on a roll of 2+. Unhitching a towed vehicle is
still requires the Vulcan to be stationary in the hex for the full turn. automatic and is not considered a task. A Vulcan may only tow one
The Vulcan may reload one missile per turn. The Vulcan is required vehicle at a time. The Vulcan’s movement is decreased based upon
to attempt this task as the missiles as stored in (or on) it. However, the size of the vehicle it attempts to tow.
if Heavy Drones are available, an additional missile may be reloaded
per Drone, per turn. Vehicle Size Movement Modifier
Reloading internal missiles is more complicated, and requires at 5 or less 0
least one Heavy Drone to attempt. This task succeeds on a roll of 5 or 6 or 7 -1
greater. The Ogre being reloaded must have at least one functioning
missile rack. Only one internal missile may be reloaded per turn, 8 -2
regardless of how many Heavy Drones are available and assuming 9 -3
a successful attempt. Additional Heavy Drones may assist in the
success roll attempt, however.
15.04.5 Weapon field repair. Usually an Ogre weapon that
receives an X result from an attack is far too damaged to repair in
the field. On occasion, the damage is light enough that a Vulcan
may attempt to repair it in the field. Whenever an attempt is made
to repair a weapon that was destroyed, roll one die. On a 5 or 6, the
damage is light enough that an attempt to repair it may be made.
On any other result, a notation should be made on the record sheet
that this weapon is beyond field repair. Destroyed external missiles
and missile racks are always too damaged to attempt field repair.
If an attempt may be made to repair the weapon, the task
requires a Vulcan; Drones cannot help. Only one die is rolled for
each attempt, and a 6 is required for success.
15.04.6 Tread field repair. Ogre treads may be repaired in the
field as well. Either a Vulcan or a Heavy Drone may attempt to repair
treads: two dice for a Vulcan, one for each Drone. For every 6 that is
rolled during the attempt, one tread is repaired.
OGRE Sixth edition, revised • Battle Box 31
A Vulcan needs to have enough tread units to move after the 15.05 Terrain assistance. Sappers that travel with other units
modifier in order to tow larger Ogres. Should the Vulcan lose may offer assistance in navigating through, and recovering from,
enough tread units that it falls below the amount required to move hazardous terrain. For armor units to obtain this benefit, the
larger units, after factoring the movement modifier in, it must Sapper(s) must remain stacked with the armor units obtaining the
detach the towed unit prior to any additional movement. Units with benefit for the entire turn. Combat Engineers offering this benefit
no inherent mobility (Howitzers, Light Artillery Drones, CPs, etc.) may not fire or perform other engineering tasks on the turn that they
may not be towed. are performing this assistance; Vulcans do not have this restriction.
The tow hitch may be attacked when the Vulcan is towing 15.05.1 Terrain navigation. Combat Engineers and Vulcans
a unit. It has D3 and if destroyed, causes the towed vehicle to stacked with units traveling through swamp or rubble (or forest,
detach immediately. It may not be targeted when not in use, as it for GEVs) may reduce the chance of those armor units becoming
is retracted within the Vulcan. Once it is destroyed, the Vulcan may disabled or getting stuck by 1. So a GEV traveling through a forest
not tow vehicles until it is repaired. hex is disabled only on a roll of 1. Likewise, a heavy tank entering
Towed vehicles are in the same hex and are subject to spillover a swamp hex becomes permanently stuck only on a roll of 1. Units
fire from any attacks directed at the Ogre, if applicable (i.e., non- entering hazardous terrain still must end their movement for the
Ogres). A towed vehicle may be the target of direct attacks itself. turn as described for swamp terrain. Combat Engineers are not
riding units during this assistance; they must be dismounted. Note
that this benefit is independent of the number of Combat Engineer
Vulcan Task Required 1d6 roll squads stacked with the units (i.e., additional Combat Engineer
Heavy Drones for success squads do not reduce the risk further). All units stacked with the
Free Stuck Units Variable 6 Combat Engineer squad or Vulcan may benefit from this advantage.
GEVs may not receive Terrain Navigation during their Second
Repair Cut Rail 0 5+ Movement Phase, as Sappers do not have a second move.
Clear Road in Damaged Terrain 0 4+ 15.05.2 Recovery. Sappers beginning a turn stacked in the
Reload Internal Missile 1 5+ same hex with a unit previously disabled by terrain may add 1 to
the recovery roll per Combat Engineer squad-equivalent stacked
Weapon Field Repair 0 6 (one die only) with the unit (i.e., a unit recovers on a roll of 2+, not 3+, with one
Tread Repair 0 6 Combat Engineer squad stacked in the hex, and automatically
recovers with two squads or one Vulcan or Heavy Drone). Unlike
Create Small Revetment 2 6
most Sapper actions, this takes place in the movement phase,
Create Large Revetment 4 6 meaning the Sappers may fire normally if necessary, or even take a
Attaching Tow Hitch 0 2+ regular Sapper action.
Each Sapper may only assist one unit per turn, but more than
one Sapper may be assigned to assist a disabled unit.
Sappers may move normally on that turn if the recovery roll
®
succeeded or was automatic. Otherwise, they spend the whole
movement phase in the unsuccessful recovery attempt.
combat results table
Explanation of CRT Results (6.07.1, 11.04.3), it remains
disabled through the enemy turn
►► NE indicates “no effect” to
and recovers on its next turn.
the unit attacked.
A unit disabled by entering
Combat Odds ►► X indicates destruction of the terrain remains disabled through
Die unit attacked; remove it from
Roll 1-2 1-1 2-1 3-1 4-1 the board.
the enemy turn and rolls to
recover on its next turn.
►► The intermediate result is a
1 NE NE NE D D D. An infantry unit is imme- A D result does not affect the
train or Ogres.
diately reduced by one squad.
An armor unit (or a hardened
2 NE NE D D X CP) is “disabled.” A disabled
Spillover CRT results. When
spillover fire (7.12) occurs, each
unit cannot fire or move; turn result on the CRT is “taken down”
the counter over. If it receives
3 NE D D X X another D result while dis
one step. A D result is read as NE,
and an X is read as a D. To affect
abled, it is destroyed. a unit with a spillover, you must
4 NE D X X X A unit disabled by ramming
or enemy fire recovers after one
roll an X – and then it counts only
as a D.
full enemy turn has passed. If it
5 D X X X X becomes disabled on an enemy
turn, it remains disabled through
Overrun CRT results. When an
overrun attack (Section 8) occurs,
that enemy turn, through its own treat any D or X result to non-Ogre
6 X X X X X turn, and through the next enemy
turn; it then recovers. If disabled
units as an X. Only a true X affects
an Ogre, though.
Combat odds are always rounded off in favor of the defender. on its own turn by making a ram
Attacks at less than 1 to 2 are always NE.
Attacks at 5 to 1 or better are an automatic X.
32 OGRE Sixth edition, revised • Battle Box