I created these units using a
combination of Cobb’s new unit formula found here and common sense. Where
fractions were involved values of costs were rounded up. These units have not
for the most part been play tested and are most likely unbalanced, some are alternate
versions of official or fan made units. The Laser units were posted in a
previous update but are included for completeness.
Jump
Jet Infantry (JJINF)
-Represent battlesuit equipped infantry
with Jets capable of higher longer flight making them even more mobile than
regular infantry.
Attack: 1/2/3
Defense: 1/2/3
Range: 2"
Movement: 3"/2"
Cost: 4/8/12
-May give up second move to fly up, in
game terms this increases their weapon range by 1" until end of turn.
-Move as GEV unless they move only 2” and
none in the second phase in which case they may move as INF, in this turn they
may still add 1” to their range for flying up.
Archaic
Super Heavy Tank (ASHVY)
-Represents what a super heavy tank would
be like if it was built in the very near future and up gunned as the other
archaic units.
Attack: 4(2+2)
Defense: 3
Range: 3"
Movement: 3"
Cost: 6
-1 AP weapon.
-Moves as heavy tank.
Alternate
Super Heavy Tank [Single Gun] (SHVY)
An alternate model of the super heavy
swapping out the two smaller guns for one main longer range gun, used for tank
and ogre killing as the strike range is enormous, use with caution.
Attack: 6
Defense: 5
Range: 8"
Movement: 6"
Cost: 16
-2 AP weapons
Mobile
Repair Vehicle (MRV)
Represents a rear area repair vehicle with
robotic arms and a crew of engineers.
Attack: 0
Defense: 1
Range: 1"
Movement: 4"
Cost: N/A (By Scenario)
-May repair vehicles: Disabled vehicles
within 1" may be un-disabled automatically.
-A vehicle hulk may be repaired between
battles.
-Ogre treads and AP units may be repaired
one per turn.
GEV-PC
Heavy Assault Vehicle (HGEV-PC)
-Represents a large GEV transport vehicle
based on a model my brother has, meant for special scenarios and probably
unbalanced.
Attack: 2(1+1)
Defense: 2
Range: 4"
Movement: 6"/4"
cost: 8
-May carry 1-6 units of infantry or 1-8
units of militia.
GEV
Assault Drone (GEV-AD)
-Represents the Ogre universes version of
the US militaries modern drone units as planes are not used as often this
allows fast and easy strikes with no human risk.
Attack: 3
Defense: 1
Range: 4"
Movement: 6"/4"
cost: 5
-(-1) to attack unless within 20" of
a friendly ogre or command post
-Ignores D results.
Heavy
GEV (HGEV)
-Represents a heavier slower more durable GEV
used as less of a skirmisher and more of a frontline combat vehicle.
Attack: 3
Defense: 3
Range: 4"
Movement: 6"/4"
Cost: 8
Crewed
Light Artillery (CLA)
-Represents a version of the Light Artillery
Drone featuring a crew included to deploy and operate.
Attack Strength: 2
Range: 8 (16")
Defense: 1
Move: 0
Cost: 10
-Assembles or disassembles in 1 turn. The turn
after being deployed may fire.
-May be carried in a hovertruck. Loads or
unloads in 1 turn.
Alternate
Crewed Light Artillery (CLA)
-Represents an alternate version of the above
CLA with a higher Attack strength and higher cost.
Attack Strength: 3
Range: 8 (16")
Defense: 1
Move: 0
Cost: 12
-Assembles or disassembles in 1 turn. The
turn after being deployed may fire.
-May be carried in a hovertruck. Loads or
unloads in 1 turn.
Light
Mobile Howitzer (LMHZ)
-Represents a lighter faster cheaper
mobile howitzer with a very low attack strength.
Attack: 2
Range: 10"
Defense: 1
Move: 4"
Cost: 5
Fast
Mobile Howitzer (FMHZ)
-Represents a faster version of the mobile
howitzer with a reduced range, the strike distance is the same but it allows
this unit to be better in assaults and worse on defense.
Attack: 6
Range: 10"
Defense: 2
Move: 4"
Cost: 12
Fast
Missile Tank (FMSL)
-Represents a missile tank with a lower
range and a higher movement used for assaults, the cost has been increased due
to the fact that it will be better than a regular missile tank in most
situations.
Attack: 2
Range: 6"
Defense: 2
Move: 6"
Cost: 8
Anti-Tank
Gun (ATG)
-Represents my idea for what an anti-tank
gun would be like in the Ogre universe
Attack: 4
Range: 6"
Defense: 2
Move: 0
Cost: 5
-Assembles or disassembles in 1 turn. The
turn after being deployed may fire.
-May be carried in a hovertruck. Loads or
unloads in 1 turn.
Mobile
Anti-Tank Gun (MATG)
-Represents a mobile version of the above
anti-tank gun.
Attack: 4
Range: 6"
Defense: 2
Move: 2”
Cost: 6
Mobile
Laser Unit (MLU)
-As discussed in detail in a previous post
this unit is my idea of what a rear area mobile missile defense unit would look
like in the Ogre universe.
Attack: 1
Range: 60"
Defense: 0
Move: 2"
Cost: N/A (By Scenario)
Re-deployable
Laser Unit (RDLU)
-As discussed in detail in a previous post
this unit is my idea of what a rear area re-deployable missile defense unit
would look like in the Ogre universe.
Attack: 2
Range 120"
Defense: 0
Move: 0
Cost: N/A (By Scenario)
-May be carried by hovertruck.
-Assembles or disassembles in 3 turns,
alternatively may assemble or disassembles in 1 turn if engineers are present.
Elite
Infantry (EINF)
Represents my idea for what heavily
armored and armed battlesuits would be like in the ogre universe, more like
mobile weapons platforms than infantry, note stacking does not give the exact
same benefits as infantry.
Attack: 2/4/6
Defense: 2/3/4
Range: 3"
Movement: 3"
Cost: 5/10/15
-Remove one squad for every disabled
result as usual.