". . . we call it the Last War, not because it was mankind's final battle, but because the world which started the war no longer existed by its close. It lasted forty years, and it saw the destruction of four mighty empires. Two generations never knew a world without conflict; few were not personally touched by its ravages, and fewer still remembered a world without Ogres . . ." – from "After the Long Winter: Roots of the New World" University of Melbourne, 2250

Sunday, 23 February 2025

Combat Photography - Part 2: ADZ

Continuing the upload of Steve Stratton's original artwork from the first website- this time the imagery is set in the Antartica Disputed Zone (ADZ)



















Saturday, 22 February 2025

Combat Photography - Part 1: SEALION 2076

At the original PanPac Alliance Steve Stratton dazzled us with some great imagery manipulation that was, for its time, rather impressive.  While programs and skills have developed in the decades since, I still really enjoy these for their nostalgia, focus on our projects, and because they include pics of my own models. 

Here is the first in a series of rehoming these images to the new site.  Unfortunately, the larger, high-res version of the pics have been lost.
--------


The following images have been created using composites of photographs of miniatures and real photographs. Steve Stratton has done about 90% of them and for the other 10%' which were mine, he has put on the finishing touches as well.  I think you will all agree with me when I say that Steve's work is simply stunning and really makes the world of OGRE come to life.

Here is Steve in his role as a photographic correspondant for Time Magazine (PanEuropean Edition).



Project SEALION: 2076 Images











New Combine Units

Another article from the old site relocated here, this time by Warner Airey whom I recently got back into contact with after 20 years or so. 

Warner and I first started corresponding when OGRE Miniatures was first released, so its great to be chatting once again!


New Combine Units
by Warner Airey
LT TNK-B
Attack/Range: 1/3 M3 TNK
D2 Size:1 VP: 3
Variant Light Tank used both as a scout and a cheap defensive unit. Can carry 1 INF squad.


MBT-105
Attack/Range: 3/3 M3 TNK
D3 Size: 3 VP: 6
The "105", is a formidable tank. Similar size and appearance as a heavy, but cannot handle tough terrain. Mobility type is only TNK so cannot perform the same tasks as the heavies. Can carry 1 INF squad.


HVY TNK-B
Attack/Range: 3/2 M3 HVY
D4 Size: 3 VP: 6
A modified version of the standard HVY TNK. Can carry 1 INF squad.


GEV-TD
Attack/Range: 4/2 M4/3 GEV
D1 Size: 2 VP: 6
Upgunned GEV Lightly armoured Tank Destroyer. Packs the same punch as a heavy tank.


ICEPICK-SHVY
Attack/Range: 3/3 M3 OGR
D4 (Special -1) Size: 5 VP: 12
The Icepick has one 3/3 main and one 1/1AP. In addition to heavy armour, carries virtually every defensive system ever made.
Because of the Icepick’s arrays of point defences and extra electronics, it’s very hard to hit. Subtract 1 from any die roll of any attack made against an Icepick except by infantry in overruns.
Unlike other tanks, the Icepick does not carry Infantry squads during combat as they would clutter its sensors and get shredded by its own Close-In Weapon systems.


Hammerhead HGEV
Attack/Range: 2/3 M3/2 GEV
D3 (Special -1) Size: 3 VP: 12
Combine heavy GEV. Very agile. Very expensive. Includes evolutionary developments of earlier Attack Helicopter, AEGIS and JSF Electronic-Warfare technologies. The ultimate synthesis of hardware add-on's, software upgrades and nanotechnology.
The Hammerhead has an extensive dual sensor array linked.

Friday, 21 February 2025

Flashpoint South Sea Asia

Back before the 9 dash line was even a thing (!), OGRE guru "Atomic Kennedy" developed a great Alt History for the OGREverse and shared it freely - I was pleased to host it and do so again here (along with the cute 2001 era warnings about file size!)


PanPac Alliance is proud to host Atomic Kennedy's FLASHPOINT: SE ASIA

https://panpacalliance.tripod.com/flashpointsea.pdf
+ W A R N I N G +
Its a large file (over 4 Meg) and you need Adobe Ver 5.05 or better to view it.

Monday, 17 February 2025

More New Units

The following are variant units that I sent into SJ Games many years back, and which are still hosted on their OGRE archives section here: https://www.sjgames.com/ogre/articles/newunits2.html

Khurasan Miniatures 'Goanna' MkI, painted by Tim Rich

Tank Destroyer V2

Source: Paul O'Grady

Attack: 4Range: 3 (6")Defence: 1
Move: 3 (6")Movement Mode: HVY
Size: 3Points: 6

This vehicle is basically an Ogre main battery mounted on a lightly armoured chassis to form a mobile gun. This vehicle became prevalent as many forces began using stopgap measures when combat losses began to exceed industrial capacity.



Scout Vehicles

Source: Paul O'Grady

Attack: 2Range: 1 (3")Defence: 1
Move: 3 (6")Movement Mode: TNK
Size: 2Points: 1

These old-style conventional type vehicles include fast wheeled vehicles and tankettes with BPC plates welded on for additional protection. Armed with gatling cannons and light missile systems, they suffer a -1 die roll penalty on the CRT when attacking a unit with a defensive factor of 3 or more. They have no internal troop carrying capacity but may transport one infantry squad, riding on top.

This unit attacks using LLOS rules.



Heavy Infantry (HINF)

Source: Paul O'Grady

Attack: 3/2/1Range: 1 (2")Defence: 6/4/2
Move: 2 (4")Movement Mode: INF
Size: 1Points: 5

Fitted with the multilayered Enhanced Heavy Battlesuit Armour, these troops, while expensive, can soak up much more fire than normal infantry. Whilst possessing normal infantry weapons, they can survive more easily as they maneuver to where they are needed. HINF squads count as two normal infantry squads for transport purposes.



Assault Infantry (AINF) 

Source: Paul O'Grady

Attack: 6/4/2Range: 0 (1")Defence: 3/2/1
Move: 2 (4")Movement Mode: INF
Size: 1Points: 3

Assault Infantry units are shock troops equipped with normal battlesuit armour but armed with a variety of short-ranged assault weaponry, including sonic blasters and plasma flamethrowers. This makes them deadly in close combat overruns, whether taking out entrenched troops or enemy vehicles. They are, however, very short ranged and are susceptible to ranged fire and must be closely escorted into a position where they can assault the enemy.



Support Infantry (SINF)

Source: Paul O'Grady

Attack: 6/4/2Range: 2 (4")Defence: 3/2/1
Move: 1 (2")Movement Mode: INF
Size: 1Points: 3

These units are a compromise between normal grunts and HW squads. They are equipped with long-ranged heavy weapons such as light and medium missiles and small-bore railguns similar to those found on GEVs. Lugging these weapons around is hard work, however, even in a battlesuit, and so their movement rate is reduced. Additionally, SINF squads cannot move and fire in the same turn due to the setup time involved with heavy weapons. They do, however, make excellent units for manning strongpoints and fortifications.

[Compiler's Note: Perhaps allowing these troops to fire at half strength (i.e. 3/2/1) after a move might work, representing them firing their personal weapons without setting up the heavier stuff.]



Support Militia

Source: Paul O'Grady

Attack: 6/4/2Range: 2 (4")Defence: 1
Move: 0 (0")Movement Mode: (INF)
Size: 1Points: 2

Like their battlesuited cousins, these militiamen are heavily armed for long-range attacks. However, their lack of battlesuits mean that these troops cannot move their equipment without assistance. SMIL must use vehicles for transport, and have no inherent movement capability. They may however abandon their equipment (which is spiked and unusable), in which case they revert to normal militia. The opponent is credited with ½ VP due per squad which spikes its equipment in this manner.

Like SINF, these troops are best used for defence in static positions.

Sunday, 16 February 2025

Ground Zero Design Centre

The following is anopther report from the original PanPac alliance website, and previous to that was posted to Andrew Green's (sadly defunct) Ground Zero OGRE page. It had some good stuff in it and I am pleased to be able to host it for him. All of the following is his work from the…

Ground Zero Design Center


Welcome to the Design Center. Below are listings for several new units I have concocted as well as some new optional rules with which to play them. So click on the links below to jump to that section of the document. I would love any feedback you may have regarding the material posted to this page. Just e-mail me your comments. Well, have fun!    This section has two parts: New Armour Units and New Infantry units
 
New Armor Units

Main Battle Tank - I always thought the heavy tank was a little short ranged. I guess since an Ogre carried a bigger brain and was able to handle the plethora of variables in trying to hit a target on the Ogre battlefield it thus achieved a greater effective range for its main battery. But what if someone took a heavy and swapped out it main weapon and put in a lighter, less powerful system but with enough extra fire control functionality that the effective range was 1-2 kilometers longer than the original heavy tank's main weapon? The end result: the Main Battle Tank (MBT). With similar defensive and movement capabilities, the MBT is designed to engage heavy tanks at 1:1 odds from longer ranges. The MBT may also be a better bet against an Ogre - MBTs have a 3 hex range, and can target Ogre secondaries at 1:1 odds. Multiple MBTs are required for 1:1 or greater odds on Ogre primaries.

Another effect of the MBT on play is the fact that for 1 superheavy tank, you can get two MBTs. So instead of 2 seperate 3/3 attacks in one hull, there are two 3/3 attacks in two hulls. Even though the superheavy has a defence of 4, two hulls is more flexible. Well, tell me what you think:

Main Battle Tank (MBT), 3/3, D3, M3
The MBT is to be considered a heavy tank for movement purposes. It costs 1 armor unit and 6 VPs for its destruction.

Medium Tank - A fast moving tank destroyer. An upgunned light tank with a more powerful engine, more efficient suspension, and an articulated hull. The articulated hull is hinged carapace which allows the tank to move over terrain features without too much resistance. So instead of rising up an incline and flopping over the crest, like any tracked AFV, the articulated hull allows the medium tank to conform to the rise and let it "flow" over the rise. This prevents exposure of the thin armored underbelly of the tank and allows it to fit more snugly into a hull-down position. Both facts help offset the relatively fragile articulated hull. When combined with a "jack" turret (a turret which can be extended up out of the hull into the air using a telescoping turret basket.

The end result is a tracked vehicle that has the same effective defence rating as a light tank, but costs twice as much. This is due to the increased speed and longer ranged weapon. The medium tank is good for harassing Ogres (not as good as a GEV, though) and other slow-moving armored formations. It also makes for a more mobile defensive unit against a force of GEVs if the defender has no hover units of his own.

Medium Tank, 2/3, D2, M4
The medium tank is to considered a light tank for movement purposes, with the following exceptions: 1) The medium tank may ignore streams in its movement as would a heavy tank. 2) When a medium tank enters a swamp hex, it is disabled on a roll of 1 only. If not, it may continue to move if it is not disabled. Remember, every time it enters a swamp hex, it must roll 1d6 to see if it is disabled. These movement advantages reflect the superior agility of the tank's suspension. The medium tank does not have the mass to bull its way through forest hexes, like a heavy or superheavy tank, so it suffers the same penalty as would a light tank. It costs 1 armor unit and 6 VPs for its destruction.

Mobile Mortar Unit - If the large immobile howitzer is considered to be a sniper rifle, and mobile howitzers a carbine, then the mobile mortar unit (MMU) is the sawed-off shotgun of the three. More mobile than the MHWZ, but shorter ranged and with a weaker attack strength, the MMU is intended to bring a heavy, longe-range attack quickly to the front. MHWZs tend to be tied to the road nets, and missile tanks have a smaller punch at a shorter range. The MMU can travel as fast as a missile tank, but has a strong enough attack for 1:1 odds attack vs. a superheavy tank safely out of range. The MMU's faster speed also allows it to fall back quicker than a MHWZ when facing an Ogre, allowing for a longer engagement time before the Ogre's missiles catch up to it.

The MMU uses a shoot and look system similar to the sound sensing anti-armor systems of today's military which float over the battlefield to identify targets before attacking. With a large projectile that has enough stealth, ECM, ECCM and aquisition sensors to have effective fire control, the MMU's payload sacrifices strength for effectiveness.

Mobile Mortar Unit, 4/6, D2, M2
The mobile mortar unit is to be considered a light tank for movement purposes. It costs 2 armor units and 12 VPs for its destruction.
The following units are to be used in conjunction with the Combat Engineer infantry unit, below.

Combat Engineering Vehicle - Tracked - a stripped down superheavy hull equipped with towing gear (see the Ogre Reinforcement Pack, section 4). The CEV-T can perform bridgebuilding and rubble-clearing functions on its own. It can also transport combat engineer infantry squads along in order to help with engineering functions. Although lightly armed for such a large vehicle, the CEV-T still posesses a tough hide to protect its crew and CE infantry compliment from hostile fire. A very useful unit to have.

Combat Engineering Vehicle - Tracked, 2/2, D3, M3
The CEV-T has 15 tread units for towing purposes and can tow any unit a tow gear equipped superheavy can. In addition, the CEV-T can carry two squads of infantry, not limited to combat engineers. The infantry rides, fights, and defends as they would in a GEV-PC. They must dismount in order to contribute to an engineering job. The CEV-T moves as would a heavy tank. The CEV-T may perform the engineering functions described on the CEV Function List, below. The CEV-T costs 2 1/2 armor units at the beginning of a game and is worth 15 VPs for its destruction.

Combat Engineering Vehicle - Hover - a very large GEV chassis outfitted with powerful engines and various engineering apparati, the CEV-H can go where the CEV-T can't: water. CEV-H's can build bridges out over water hexes, where as the CEV-T must restrict its activity to the shoreline. The CEV-H has more room to carry CE squads, but all this comes at a price. CEV-H's are more expensive than CEV-T's, and they cannot tow units at all.

Combat Engineering Vehicle - Hover, 2/2, D3, M2/2
The CEV-H moves as would a GEV and is affected by terrain as would a GEV. They may carry up to 3 squads of infantry like a GEV-PC. Any mounted CE infantry must dismount in order to contribute to an engineering job. The CEV-H may perform the functions described in the CEV Function List. The CEV-H costs 3 armor units at the beginning of a game and is worth 18 VPs for its destruction.

CEV Function List
1) 2 turns to build a bridge hex/hexside. This number can be reduced by either adding additional CEVs or CE infantry squads. Two CEVs can construct/repair a bridge hex/hexside in 1 turn. A CEV and 1 squad of CE infantry can do the same in 1 turn as well. CEV-H units may build bridges out over water hexes, and can only be assisted by CE squads in the water with it.
2) 4 turns to clear a rubble hex. This number can be reduced as well. Two CEVs reduce the time to 2 turns, 3 CEVs reduce the time to one turn. A CEV and 1 squad of CE infantry clears the same hex in 3 turns, 1 CEV and 2 CE squads 2 turns, 1 CEV and 3 CE squads 1 turn to do the same. Using these rules as a guideline, you can come up with a time to clear a rubble hex if you have a combination other than stated above. The minimum time to clear a rubble hex is still 1 turn, and stacking limits must be observed. CEV-H units may clear water hexes cluttered with downed bridges as if it was a clear hex with rubble in it. The old bridge must be cleared before a new one is built.
3) CEVs can repair 10 SPs of a building per turn per vehicle. Again, combinations of CE infantry and CEVs can add more SPs per turn to a building.
4) CEVs can repair or build roads or railroads. It takes one CEV one turn per hex in clear terrain, 2 turns per CEV in town/forest, 3 turns per CEV in swamp hexes. Additional CEVs and CE squads will reduce this time by one turn per additional vehicle/squad, with a minimum of 1 turn. Rubble hexes must be cleared before any roads or railroads can be built through the hex.
5) Any CEV can act as a security screen for CE infantry squads and may continue to work on the engineering job while screening.


 New Infantry Units

Missile Infantry - Each squad attacks at range 2 instead of 1. Similar to regular infantry in all other respects. Each squad of missile infantry (1/2, D1, M1), is traded at a 1:2 ratio (1 squad of missile infantry equals 2 squads of regulars).

Marine Missile Infantry - As above, except with the benfits in the water environment that regular marine units enjoy (see the Shockwave expansion set). Each squad of marine missile infantry (1/2, D1, M1 (marine)), is traded at a 1:3 ratio.

Combat Engineers - Acts as marine infantry, except that engineers can repair destroyed bridges and clear rubble. Each squad of combat engineers requires 3 turns to rebuild a bridge per hex (or hexside) of bridge length. Time to rebuild is proportional to the number of squads on the job. Two squads fix a 1 hex bridge in 2 turns, 3 squads can fix the same bridge in 1, etc. The minimum time to fix one hex(side) of bridge is 1 turn. It takes 1 squad of engineers 6 turns to clear a rubble hex, 2 squads 4 turns, 3 squads 1 turn. The minimum time to clear a rubble hex is still 1 turn. Engineers can also repair 10 SPs of a building per turn per squad.

Engineers can also repair roads and railroads. One squad per hex per turn is required to fix roads and railroads in clear hexes. One squad can do the same job in forest and town hexes in two turns, swamp hexes in three. Additional squads will reduce this time by one turn per additional squad, with a minimum of 1 turn. Rubble hexes must be cleared before any roads or railroads can be built through the hex.

Engineers cannot attack while repairing, and must also remain stationary until the job is done. If attacked, they must stop working in order to defend themselves. They must then start the job over. If losses occur among the engineers while doing a job, recalculate the new time to completion and start the repair job over. This takes into account the risky and exposed mission combat engineers have. As long as someone is shooting at them, they can't do the job.

In order to prevent this, one can designate a security detail to protect the engineers. This detail can be any unit type. The detail screens the engineers from attack. As long as a designated security detail is in the same hex as the engineers, the engineers can then keep on the job while the detail screens them. Only spillover fire can hit the engineers, but losses may set back the completion time.

Engineers may also conduct demolitions. One squad can destroy one bridge hex(side) per turn if they remain immobile and do not attack. Engineers can defend normally while engaged in demolition operations. One squad can also reduce the strength of a building by 15 SPs per turn (you can destroy something a lot quicker than building it). Towns and forest can be reduced to rubble in two turns using one squad. Two squads can do the same in one turn. Roads and railroads can be cut in turn using one squad.
Combat engineer squads (1/1, D1, M1 (marine)) are traded at a 1:4 ratio.
Please let me know what you think of this unit type and its effect on game play.

Scenario: The Mecklenburg Gamble

Source: "Drow" Magazine, No.1, 1993- Author Unknown


Background
Date Line: Spring 2086

After blunting the Paneuropean drive on Riga in the summer of '85, Army Group Baltic used the winter to reorganise and re-equip. Stretching an already taut supply network to the limit, the Army Group was made ready for a counter offensive.

A.G. Baltic's task was made easier in that much of the Pan-E's eastern army was held down occupying the east coast of the old North American Federation. When the mud had dried, A.G. Baltic launched its attack.

Only the Central Reserve, moved forward to the Macklenburg city of Rostock, stood in the way of a decisive Combine breakthrough. In order to maintain momentum, Marshal Sargov chose to deploy his special forces. An amphibious and airborne assault would be launched to capture the port of Lubeck, thus trapping the central reserve east of the Elbe, where they would be annihilated at leisure by the second line infantry.

Russian Military Topographic Map; Lubeck Germany, 1985


Orders of Battle

   Combine Forces:

201st Assault Squadron [Col. Rik Danilov]- 12 GEV
366th Jump Troop [Cpt. Alex Kutsevov]- 8 Inf
2nd Tank Battalion [Maj. Dev Gorki]- 10 Armour
Entry:  201st: any water hex, east side of map on Turn 1.
366th: Drop Zone (DZ) on any clear hex, any turn (units to be deployed within 3 hexes of DZ & may not move on initial turn)
2nd: Any undestroyed lake side hex after Lubeck is taken (max of 4 units per turn & may not move on turn of landing)

   
Paneuropean Forces:

XXXIII Landwehr Division [Maj. Franz Tenkof]- 24 Inf + 5 Armour
West Country Volunteers [Col. James Fennes]- 10 Armour (+1 Inf per Lt or Hvy tank)
Entry: XXXIII: Any City, deployed at start.
Volunteers: Enter on hexes 0422 and/or 1822, turn 5

Victory Conditions

   Combine Forces:
Unit Destruction, 6 points per Bridge destroyed and 2 points per City Road hex destroyed.


   Paneuropean Forces:
Unit destruction, 6 points per city hex west of hexrow 06 occupied or adjacent to a friendly unit and 30 points for majority control of Lubeck (Hexes 1915-2315).
Game Length: 20 turns.


Perfect Nightmares

Another from the original PanPac Alliance archive, this time by Warner Airey who was one of our great contributors back in the day. I hope you are well out there Warner, and still enjoying your gaming! :-)

--------------- 

Perfect Nightmares!

Balanced OGRE Variants 

The following OGREs have been designed with absolute precision. The points costs are accurate and in perfect balance with existing units. You won't find clumsy point values or unbalanced firepower that destroys the elegant mechanics of OGRE/GEV. You will find interesting and subtle variants on existing cybertanks. Just how much does a Main Battery cost compared to a secondary? What is the relative cost of internal vs external missiles? You'll find answers to these sort of questions amongst the following variants here. And, hopefully, some fresh tactical nightmares...


Artwork from OGRE Steam Community 


MARK III VARIANTS


MARK III-Firestorm
Points: 100
1 Main, 2 Secondary, 6 External Missiles, 8AP.
M3, 45 Treads
The Mark III-Firestorm had six exterior launching tubes. First used by Paneurope along the northwest European salient with devastating results. Due to panic and confused reports, Combine command didn’t get full data about the Firestorm until a full month after it was fielded.
Available to Paneurope early 2080. The almost identical Combine version, "Inferno", became available a few months later.


MARK III-Helltank
Points: 100
1 Main, 3 Secondary, 4 External Missiles, 8AP.
M3, 45 Treads
The Mark III-Helltank had the main battery and one of the secondaries in a coaxial mount. This unusual configuration was reminiscent of the three-headed mythical beast. Combine Helltanks were usually given names relating to this theme, such as, "Hellhound" or "Hades". Available to both sides by 2080 but more common with Combine forces.
MARK III-Hellcat version. The Combine fielded a missile rack version in 2079. It was identical to the Helltank, but had 1 Missile Rack with 5 Internal Missiles, instead of 4 externals. The Combine had difficulty designing a reliable rack system for the Mark IV. The "Hellcat" grew out of internal storage bay experiments. The external missile unit was more common and usually more effective.

MARK III-R
Points: 100
1 Main, 4 Secondary, 1 Missile Rack, 2 Internal Missiles, 6AP.
M3, 45 Treads.
An early experiment with internally stored missiles. Antipersonnel reduced due to design constraints. Rare. Available to Combine 2075.

Mark III-Warlord
Points: 100
1 Missile Rack, 4 Internal Missiles, 2 External Missiles, 1 Main, 2 Secondary, 8AP.
M3, 45 Treads.
Available to the Combine in 2079. An unusual mixture of weapons on the standard Mark III chassis. Essentially a slow Ninja without the extra stealth electronics.

Mark III-Titan
Points: 100
2 Missile Racks, 7 Internal Missiles, 3 Secondary, 8AP.
M3, 45 Treads.
The Fencer is generally considered the first Ogre with multiple missile racks. However, the twin rack Titan, appeared earlier. It was hastily finished by a rival engineering team and rushed into battle in 2083. Never mass-produced. Almost immediately superseded by the heavier payload Fencer. Despite the tendency for individual units to be given impressive names such as "Leviathan" or "Behemoth", the Titan was the same size as the standard Legionnaire cybertank.

Mark III-B*
Points: 120
2 Main, 4 Secondary, 4 External Missiles, 6AP.
M3, 45 Treads.
Combine up-gunned variant of a standard Mark III but with two less AP. Appeared before 2080. Combine planners apparently never made up their minds whether the IIIB was a good idea or not. Some did have the full 8AP but this upgrade took a disproportionate amount of time and resources.
* Note: According to my calculations, the IIIB should only have 6AP, not 8AP as listed by the SJ rules. The rationale is that some AP were lost during modifications. The reduced AP helps explain why the IIIB remained a variant rather than being mass-produced. Otherwise the IIIB is too good for the price.

Mark III-C
Points: 120
2 Main, 6 Secondary, 6AP.
M3, 45 Treads.
Another Combine experiment with upgunning the Mark III chassis. No missiles and only 6AP, but very tough. Sometimes getting hit by a IIIC felt like being hammered by a Mark V. Called the "Hedgehog" by Paneuropean opponents.

Fencer-B
Points: 140
3 Missile Racks, 20 Internal Missiles, 1 Main, 2 Secondary, 8AP.
M3, 45 Treads.
Paneuropean Fencer variant. Available 2084. The standard Fencer had 4 Racks, 20 Internals, 2 Secondary, 8AP. It gives the impression that dropping a missile rack is equivalent in design cost to a main battery The calculation, however, is more complex. For example, compared with having a single missile rack, a total of 4 racks, increases the cost by a factor of 5 times (not quadrupled as you might expect).

CENTURION
Points: 140
3 Missile Racks, 12 Internal Missiles, 1 Main, 4 Secondary, 8AP.
M3, 45 Treads.
Fencer-C. Variant 2084. A Paneuropean attempt to build a cybertank with the ability to slug it out and have long range striking power.

MARK III-Juggler
Points: 140
3 Missile Racks, 16 Internal Missiles, 1 Main, 3 Secondary, 8AP.
M3, 45 Treads.
Developed in response to the Paneuropean Fencer. At least a hundred were build in 2085. Used in a hit-and-run role, but didn’t really have the speed for the sort of raiding tactics Combine planners had in mind. Phased out of production as the faster Mark IV became available.

MARK III-Shrike
Points: 140
4 Missile Racks, 15 Internal Missiles, 1 Main, 2 Secondary, 6AP.
M3, 45 Treads.
Combine copy of the Fencer. Rolled off the production line in 2086 but almost obsolete due to the Mark IV. One advantage, however, was that it was easier to "package" into modules for transportation than the Mark IV. A reassembled Shrike in the combat zone was more use than a Mark IV a thousand kilometres away.

FAST MARK III CYBERTANKS

MARK III-Predator
Points: 120
6 External Missiles, 1 Main, 2 Secondary, 8AP.
M4, 40 Treads
The Combine first used this Ogre in Europe in 2080. The Paneuropean "Bugbear" version appeared in 2082.

MARK III-Recon
Points: 120
2 External Missiles, 1 Main, 4 Secondary, 8AP.
M4, 40 Treads.
Available to the Combine in 2080. Copied by the Federation later. Same armaments as the mainstay Mark III, but faster and more expensive. Used for both reconnaissance and to spearhead assaults.

MARK III-Ronin
Points: 120
1 Missile Rack, 4 Internal Missiles, 2 External Missiles, 1 Main, 2 Secondary, 8AP.
M4, 40 Treads.
Early fast Ogre produced in 2079 at the Combine Seattle-Vancouver facility. The Ronin is basically a Ninja without the stealth or special abilities.

Paneuropean NINJA
Points: 150
Special: Hard to Hit*
1 Missile Rack, 5 Internal Missiles, 1 Main, 3 Secondary, 8AP.
M4, 40 Treads
A handful of Ninja type cybertanks were built by Paneurope in 2080; sometimes referred to as "Samurai". Delays due to damaged factories and internal politics, meant that production of these special cybertanks was never more than a trickle. Too many other projects and committees within the Federation were competing for resource and production capacity.
* Because of a Ninja’s elaborate ECM, ECCM, extra point-defence armament etc. it’s very hard to hit. Subtract 1 from the die roll of any attacks made against a Ninja except by infantry in overruns. (Note: In defensive terrain such as town, a roll of 6 still destroys treads).
There are unconfirmed reports of a stealth cybertank eluding a massive search on the Kamchatka Peninsula. According to rumour, a Combine Ninja evaded destruction for months in the region. In theory it could have used naturally occurring volcanic activity and higher than normal background radiation to disguise it’s thermal and electromagnetic signature. Other rumours suggest that it wasn’t a Combine Ninja, but belonged to another country, or was even a rogue Paneuropean experiment! Whatever the actual cause, there is no denying that Paneuropean military traffic in the region Petropavlovsk to Anadyr Gulf, increased heavily, although without visible cause. The explanation of ‘missile tests’ does not quite fit with the evidence of saturation attacks by hundreds of large missiles over a massive area of mountain and tundra. No hard evidence or wrecked hulk was officially documented.

 OGRE MARK IV Striker Chassis

MARK IV-B
Points: 140
4 External Missile, 2 Main, 4 Secondary, 6AP.
M4, 60 Treads.
Same attributes as a Mark III-B but on a Mark IV chassis. Available to Combine 2086.

MARK IV-Troll
Points: 150
6 External Missile, 2 Main, 4 Secondary, 8AP.
M4, 60 Treads.
Paneuropean Mark IV type chassis. Small numbers available by 2087.

MARK IV-Centaur
Points: 150
4 Missile Racks, 4 Internal Missiles, 6 External Missiles, 1 Secondary, 8AP.
M4, 60 Treads.
Combine hybrid. Capable of a massive 10 missile launch. Specialist Ogre first seen in 2087. Useful for a narrow band of mission types.

MARK IV-Quad
Points: 150
4 Missile Racks, 16 Internal Missiles, 2 Secondary, 6AP.
60 Treads, Movement 4.
Similar to the earlier Fencer but faster. Available to both Combine and Paneurope.

MARK IV-Poleaxe
Points: 150
2 Missile Racks, 20 Internal Missiles, 1 Main, 2 Secondary, 8AP.
M4, 60 Treads.
Available early in 2088. Combine strike Ogre. Effective as a "raider" but vulnerable against other cybertanks.

Copyright Steve Jackson Games

MARK V OGRES

MARK V-Grendel
Points: 150
2 Missile Racks, 12 Internal Missiles, 1 Main, 6 Secondary, 12AP.
M3, 60 Treads.
Intended to be a multi-purpose cybertank. Earliest use by Paneurope in 2084. Rare.

MARK V-Sentinel
Points: 150
4 External Missiles, 2 Main, 7 Secondary, 12AP.
M3, 60 Treads.
This unusual version of the Mark V had two less missiles, but an extra gun. The additional cannon was actually mounted facing to the rear - clumsy in appearance, but effective in use.

MARK V-Megalith
Points: 150
2 External Missiles, 3 Main, 6 Secondary, 12AP.
M3, 60 Treads.
Combine variant. Not as fast as a Mark IV. Nothing special like a Ninja. Not able to throw missiles around like a Fencer. Just tough. Able to plough through the thick of it better than most other Ogres.

PHALANX
Points: 150
2 External Missiles, 2 Main, 8 Secondary, 12AP.
M3, 60 Treads.
Paneuropean Doppelsoldner forerunner, but without the missile racks. Vaguely mentioned in combat reports as early as 2084, but more frequent use by 2086. Individual units had names relating to Alexander the Great, such as "Issus" & "Granicus".

 JUGGERNAUTS: Late Cybertanks

DOPPELSOLDNER*
Points: 210
Special Rules: Easily Stuck.
3 Missile Racks, 20 Internal Missiles, 2 Main, 8 Secondary, 16AP.
M3, 60 Treads
*My calculations give the Doppelsoldner a total of 16AP, four more than listed in the SJ rules. I also suggest that cramming this much hardware onto the same chassis as the Mark V causes problems with ground pressure and increased chance of getting stuck. I suggest a special rule for this and any other oversize Ogre which has too much of a load on its chassis.
Special Rules: Easily Stuck. The Doppelsoldner, is easily bogged. Tread width is narrow in proportion to the weight. It is stuck in swamps on a roll of 1, 2 or 3. It must also roll when it moves into water. On a roll of 1 it is stuck.
If it just moved from land to water roll again to see where it is stuck. On a 1, 2 or 3 it is stuck underwater. Place it in the water hex and treat it as submerged. Marine Infantry can cut it to pieces. On a 4, 5 or 6 it is stuck but upper bulk is exposed. On a hex map leave it in the land hex it was moving from but record that it is permanently stuck. The Ogre is not considered underwater, so all combat and terrain effects are the same as for the land terrain type. Marines do not get any benefit. Marines are either adjacent in the water hex or must move out of the water over to where the Ogre is, and conduct normal ground/overrun combat.

VALKYRIE
Points: 210
Special Rules: Easily Stuck.
2 Missile Racks, 10 Internal Missiles, 4 Main, 8 Secondary, 12AP.
M3, 60 Treads.
A unique fact associate with Valkyries was that they were referred to as "she". Individual names included, "Brunhilde", "Termagant" & "Walpurgisnacht". Less were produced than the Doppelsoldner, but they appeared as about the same time. This Paneuropean cybertank also has a higher chance of being stuck due to high ground pressure. It is stuck in swamps on a roll of 1, 2 or 3, and stuck in water on a roll of 1.

COLOSSO
Points: 210
Special Rules: Easily Stuck.
2 Missile Racks, 12 Internal Missiles, 6 External Missiles,
3 Main, 6 Secondary, 12AP.
M3, 60 Treads.
A small number of "Giants" appeared in 2088 and were stranded on the battlefield due to excessive demand on the treads. These beasts really did live up to their name. Probably the maximum number of weapons that can be placed on a Mark V platform. Few were built due to concerns about tread durability. This Paneuropean cybertank also has a higher chance of being stuck. It is stuck in swamps on a roll of 1, 2 or 3, and stuck in water on a roll of 1.

MARK VI-Vindicator
Points: 210
6 External Missiles, 4 Main, 8 Secondary, 12AP.
M3, 75 Treads.
Combine variant using the Mark VI chassis. Appeared late 2088. Had lower than standard number of AP for a Mark VI. The Mark VI caused the Combine immense logistical difficulties in sustaining extended field operations..

Artwork copyright Steve Jackson Games

This Blog is sponsored by:

This Blog is sponsored by: