". . . 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, 16 February 2025

OGREs in Dirtside 2

Another resurrected article from the original PanPac Alliance website, attempting to incorporate cybertank elements into another great wargaming systme: Ground Zero Game's Dirtside 2 (which I played a lot of over the years). GZG Jon, a wonderful guy who I met in person at a show in 2023, now has these rules available for free at his website here: https://shop.groundzerogames.co.uk/rules.html

OGREs in Dirtside 2


Dirtside 2 (DS2) is Ground Zero Game's outstanding 1/300 scale miniatures rules. They are more complex and ultra realistic than OGRE and as such as very popular. DS2 included rules for Massive vehicles, which just begs for some rules to utilise your OGRE minis in a DS2 stouch. The following rules came from David at the GZG Miniatures Group who has kindly given permission to put them up here….
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We tested a game at NOVAGCON 98 using two Ogres that attacked from the Ocean and had to cross a Island destroying the command base and other installations. One Ogre was destroyed by a unit of light GEV using HKP/3 while the other destroyed one unit and damaged two other units. The surviver was final destoyed with none of the objectives being touched. The "BOOM" chit is too tuff for them so we modified the rule. We gave Ogres a saving throw when a boom chit is pulled. You record the Ogre tracks and modules and the first boom chit is pulled, say on the front right track, you throw a D6:

SAVING THROW FOR OGRES
Number of "BOOM" chits
SAVING ROLL on D6
DESTROYED
1st
1 - 5
6
2nd
1 - 4
5 - 6
3rd
1 - 3
4 -6
4th
1 - 2
3 - 6
5th
1
2 - 6
6th
"BOOM!"
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This idea should give a Ogre a longer life and much more time to destroy.

UNIT MORALE: When a unit is facing a 10,000 ton vehicle there is a chance that just the sight of one of these "beasts" will make troops "run for the hills!" so we came up with these modifiers for morale. At the end of the turn roll the units confidence for the following:

OGRE EFFECTS ON MORALE

Unit Type
Range
Roll modifier
GREEN
45" - 60"
+0 Threat
GREEN
15" - 45"
+1 Threat
GREEN
0" - 15"
+2 Threat
VETERN
45" - 60"
No Threat
VETERN
15" - 45"
+0 Threat
VETERN
0" - 15"
+1 Threat
ELITE
45" - 60"
No Threat
ELITE
15" - 45"
No Threat
ELITE
0" - 15"
+0 Threat

Hope these are useful to those of you who play DS2 as well as OGRE. 
David would appreciate feedback from anybody giving them a go.


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