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
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Khurasan Miniatures 'Goanna' MkI, painted by Tim Rich |
Tank Destroyer V2
Source: Paul O'Grady
Attack: 4 | Range: 3 (6") | Defence: 1 |
Move: 3 (6") | Movement Mode: HVY | |
Size: 3 | Points: 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: 2 | Range: 1 (3") | Defence: 1 |
Move: 3 (6") | Movement Mode: TNK | |
Size: 2 | Points: 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: 3/2/1 | Range: 1 (2") | Defence: 6/4/2 |
Move: 2 (4") | Movement Mode: INF | |
Size: 1 | Points: 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: 6/4/2 | Range: 0 (1") | Defence: 3/2/1 |
Move: 2 (4") | Movement Mode: INF | |
Size: 1 | Points: 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: 6/4/2 | Range: 2 (4") | Defence: 3/2/1 |
Move: 1 (2") | Movement Mode: INF | |
Size: 1 | Points: 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: 6/4/2 | Range: 2 (4") | Defence: 1 |
Move: 0 (0") | Movement Mode: (INF) | |
Size: 1 | Points: 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.
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