Henry J. Cobb's alternative Ogre units

The material presented here is my original creation, intended for use with the OGRE system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

Here are some variant units I've proposed for minis of around the right scale that fill in some gaps in the standard Ogre units.



Assuming that the USMC is still around in one hundred years (if not 500 of course), they'll want some means to come ashore.

USN LCAC: Atk: none, D: 1, M: 2/1 hover, most likely 12 VPs.

Carries up to 3 size points of units like a train, but can move over water. Unloads (or loads) in the same fashion as a train.

Variant Infantry

Anti-tank Squads

These act the same as regular infantry, but they have range three hexes and cost 4 VP per squad. They must dismount in order to fire at greater than range one (and hence can't do this in a water hex). Each ATS squad may be taken in place of two regular squads of infanty during unit selection.

Wheeled vehicles

Most of these have better off-road capabilities than the longbed trucks in the basic set so here's an expanded terrain table for them. (Otherwise move as trucks.)

TerrainWheeled ATV
Swamp/RubbleFull move to enter, and roll one die to be stuck on a roll of 1 or 2 or disabled on a roll of 3 or 4. (Recovers from terrain disable on a roll of 3 to 6.)
ForestFull move to enter, and disabled on a roll of 1 or 2.
Stream hexsideFull move to cross, then apply effects of terrain in the entered hex.
Damaged terrainSame as normal terrain of same type, but roads are cut.
WaterOnly ATV units that are marked as being amphibious can enter. It costs full move to enter and disabled on a roll of 1 or 2. (Recover on a roll of 3 to 6.)

Scout Truck

Scout Truck: Atk 1/2, D 1, M3/3 ATV, 2 VP.

At first this seems like a cheap replacement for the LGEV, but do not be fooled. Because while it moves 6 hexes per turn on a road, it only moves one hex per turn in clear and forest is even worse.