Mike’s OGRE/GEV Page was a good OGRE site from a few years back. No activity for quite a while, but here are useful some links:
He also posted a number of map extensions and photos of his minis. Worth checking out.
Ever wonder why the Paneuros didn’t try to destroy OGREs outright?
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.
This page contains variant Mk. IVs plus some of the Combine’s ‘weirder’ OGREs. I’ve put the Mk. Is separately on The Littlest OGRE page and Paneurope’s forces are collected at Paneuropean Cybertanks.
Note that several of the Combine OGREs feature internal missile systems. Here’s an excerpt from my Other Rule Variants that I like:
1.101 Combine missile pods. Looking at the Mk. IV and Mk. VI miniatures, I would say that Combine internal missiles are not located within the OGRE’s body, but are stored inside the revolver-style launchers themselves. This suggests a variation of the missile rack rules…
To distinguish them from 3.04.2‘s missile racks, let’s call the Combine’s launchers “missile pods” instead (they look more like pods anyways). The ammo for each pod must be kept track of separately. When a pod is destroyed, the remaining missiles in that pod (if any) are also destroyed. The Mk. IV has pods containing 5 missiles each, while the OGRE Ninja and Mk. VI use pods with 4 missiles each.
I’ve always wanted to run scenarios with a bunch of “little” OGREs instead of a single big one. But you don’t get much variety with a squad of basic Mk. Is. Plus, the Mk. I is tankbait – a single good shot can take out its only real weapon. Might as well pick up two superheavies for the same cost; you’d have three times the attack strength and you can divide your attacks.
The Mk. I was in production for decades; you’d expect that the superpowers would be able to make a few tweaks during that time…