Eye of the Warp

More Ogres!

by Kenneth Peters

Just when you thought it was safe to step out onto the nuclear battlefield! Here are several more Ogres for your tacnuke-throwing pleasure.


The Ogre Family

The movement rate given for the Ogre units is their MAXIMUM movement rate. They are assumed to always be moving on charge and cannot exceed the speed listed in their description.

Ogre Mark I


  The first and smallest of the Ogres. It has 1 main battery, 4 anti-personnel batteries, and starts the game with 18 tread units.
  The first cybernetic tank, the Mark I was a direct line development of the Combine’s advanced battle tanks. Half again the size of a Heavy Tank, it was turreted, with a "conning tower" mounted behind the main gun. This gave the Mark Is sensor suite an excellent vantage point high above the battlefield. The tower became a trademark of Ogre design.
  The Mark I was intended as a battle-line unit, but proved not to be cost effective in that role. Although it was hard to kill, it was too easy – relative tot he cost of the cybernetic brain – to put out of action. However, the Mark I remained in regular production as long as the Combines government lasted, simply because it was the only Ogre small enough to be transported by conventional means. It proved to be effective as a light raider unit in terrain where human troops did not perform well, such as remote jungle and tundra. Perhaps a larger Ogre would have been even better…but they often couldn’t get there.

Ogre Points: 25
CAF:
+8
Size:
5

Sensor Tower
O
1 Main Battery
O
4 Antipersonnel Batteries
O O O O

18 Tread Units
Movement starts at 45cm
O O O (Movement drops to 37 )
O O O (Movement drops to 30)
O O O (Movement drops to 22)
O O O (Movement drops to 15)
O O O (Movement drops to 7)
O O O (Movement drops to 0)

Ogre Mark II
  The first Ogre to have a varied weapons array. An Ogre Mark II has 1 main battery, 2 secondary batteries, 6 anti-personnel batteries, and starts the game with 30 tread units.
  The Mark II was intended as a replacement for the Mark I. In addition to its turreted main gun, the Mark II had a pair of secondary batteries. This added greatly to its battlefield flexibility. It was certainly more cost-effective, but because it would fit in no transport smaller than an large freighter, it wasn’t suitable for many of the Mark Is missions. Furthermore, once it had been tested in battle, it still appeared outgunned.
  The Mark II was phased out of regular production in the later years of the war. Some factories retained production templates, and occasional short runs were done for special purposes – including sales to client powers.

Ogre Points: 50
CAF:
+10
Size:
6

Sensor Tower
O
1 Main Battery
O
2 Secondary Batteries
O O
6 Antipersonnel Batteries
O O O O O O

30 Tread Units
Movement starts at 45cm
O O O O O (Movement drops to 37)
O O O O O (Movement drops to 30)
O O O O O (Movement drops to 22)
O O O O O (Movement drops to 15)
O O O O O (Movement drops to 7)
O O O O O (Movement drops to 0)

Ogre Mark III-B
  The III-B is an up-gunned variant of the standard Ogre Mark III. It is armed with 2 main batteries, 4 secondaries, 8 anti-personnel and 4 missiles. Like the Mark II, it starts the game with 48 tread units.
  The II-B templates were never captured by the Paneuropeans and was thus not found in their order of battle. Combine planners apparently never made up their minds as to whether the III-B was a good idea, or whether the extra weaponry was too large an investment to trust to the III’s chassis. An III-B was significantly more expensive than an III.

Ogre Points: 120
CAF:
+14
Size:
7

Sensor Tower
O O
4 Missiles (External)
O O O O
2 Main Battery
O O
4 Secondary Batteries
O O O O
8 Antipersonnel Batteries
O O O O O O O O

48 Tread Units
Movement starts at 45cm
O O O O O O O O (Movement drops to 37)
O O O O O O O O (Movement drops to 30)
O O O O O O O O (Movement drops to 22)
O O O O O O O O (Movement drops to 15)
O O O O O O O O (Movement drops to 7)
O O O O O O O O (Movement drops to 0)

Ogre Mark IV
  This was designed as a fast strike Ogre. The Mark IV has 1 main battery, 2 secondary batteries, 8 anti-personnel batteries, and 3 missile racks. It carries 15 missiles in its storage bays and starts the game with a move of 20cm and 56 tread units.
  The Mark IV was part of a two-pronged Combine plan to improve on the Mark III – knowing as they did that the Fencer was in development and that it would outclass a Mark II one-on-one. Rather than build one cybertank that could do everything, Combine planners designed the Mark IV for speed and long-ranged striking power, and the Mark V as a slugger. The Mark IV was essentially just an improved III or III-B and passed its trials quickly. The Mark IV proved fragile at first, and was not deployed until very late in the war – which is why the Paneuropeans never managed to copy the design.

Ogre Points: 150
CAF:
+16
Size:
8

Sensor Tower
O O O
3 Missiles Racks (Internal)
O O O
15 Missiles (Internal)
O O O O O O O O O O O O O O O
1 Main Battery
O
2 Secondary Batteries
O O
8 Antipersonnel
O O O O O O O O

56 Tread Units
Movement starts at 60cm
O O O O O O O (Movement drops to 52)
O O O O O O O (Movement drops to 45)
O O O O O O O (Movement drops to 37)
O O O O O O O (Movement drops to 30)
O O O O O O O (Movement drops to 22)
O O O O O O O (Movement drops to 15)
O O O O O O O (Movement drops to 7)
O O O O O O O (Movement drops to 0)