The OGRE rules require a defender to batter an OGRE apart one piece at a time; they make no provision for attacking the cybertank’s main body. Here are some suggestions for OGREs with structure points.
Check out how well-armoured the monsters are; that’s the reason the Pansies shoot out an OGRE’s weapons and treads instead.
1.10 OGRE structure points. If desired, attackers may target an OGRE’s main body instead of its weapons or treads. OGREs are extremely well-armoured, with metres of BPC protecting their vulnerable innards. Like treads, the OGRE’s main body is attacked at 1:1 odds. A successful hit inflicts damage equal to the weapon’s attack strength.
An OGRE suffers no detrimental effects from main body damage until 0 SP are reached. At that point, the OGRE is considered destroyed; its internal systems have been breached and completely fried. If using the OGRE Miniatures rules, the OGRE still leaves behind a hulk. Various OGRE designs possess differing SP, as follows:
- Mk. VI or Doppelsoldner: 125 SP.
- Mk. IV, Mk. V, Huscarl, or Fencer: 100 SP.
- Mk. III, Mk. III-B, Legionnaire, or Ninja: 75 SP.
- Mk. II: 50 SP.
- Mk. I, Pikeman: 30 SP.
Most OGREs have so many SP that it is difficult to obliterate them within a reasonable period of time. When using OGRE structure points, the optional “AP point defense” rule is recommended (repeated here from the Other Rule Variants page):
1.103 AP point defense. An OGRE uses its AP weapons for point defense against incoming attacks, not just to mow down infantry. If all of an OGRE’s antipersonnel units are destroyed, then treat any “D” result to an OGRE component as an “X” instead (except for spillover fire). This gives attackers some reason to take out an OGRE’s AP.
As a variant, allow ram attacks to damage an OGRE’s main body instead of (or perhaps in addition to) treads.