Ogres Marks 3, 3-B, 5 and 7

Ogres Marks 3, 3-B, 5 and 7
The Mark 7's advanced cloaking makes it impossible to keep in focus

Tuesday, 6 January 2015

New Units for Ogre!



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.

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