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Ogre Battlefields

Expansion for G.E.V.Expansion for OgreExpansion for Shockwave

Ogre Battlefields Rulebook

Table of Contents

Table of Contents

  • 3.02 Specialist Infantry
    • 3.02.2 Heavy Weapons Teams (HWT)
    • 3.02.3 Marine Heavy Weapons Teams (HWTM)
    • 3.02.4 Combat Engineers (CE)
    • 3.02.5 Marine Engineers (ME)
  • 3.04 Ogre Types (Battlefields Entries)
  • 13.00 Optional Rules Used by Battlefields
    • 13.01 Damage to terrain and roads
      • 13.01.1 Weak attacks
      • 13.01.2 Spillover and overrun damage to terrain
      • 13.01.3 Automatic destruction of roads and railroads
    • 13.02 Destruction of bridges
      • 13.02.1 Attacks on large bridges
      • 13.02.2 Results of river bridge destruction
    • 13.03 Ogre equivalents (Battlefields units only)
    • 13.04 Mines
      • 13.04.1 Ogre passive mine detection
  • 14.00 Advanced Units
    • 14.01 Light Artillery Drone (LAD)
    • 14.02 Ogre Ninja
    • 14.03 Mine-Detecting Hovertruck
  • 15.00 Combat Engineering
    • 15.01 Combat Engineers (CE)
      • 15.01.1 Marine Engineers (ME)
    • 15.02 Ogre Vulcan
      • 15.02.1 Cargo capacity
      • 15.02.2 Maintenance and assembly
      • 15.02.3 Vulcan Heavy Drones
      • 15.02.4 Vulcan combat Drones
      • 15.02.5 Duckling Drones
    • 15.03 Engineering tasks
      • 15.03.1 Placing mines
      • 15.03.2 Disarming friendly mines

3.02 Specialist Infantry

Specialist infantry, as described below, have extra cost and capabilities but otherwise perform as regular infantry.

3.02.2 Heavy Weapons Teams (HWT)

Specialist battlesuit squads. An infantry squad armed with a portable one-shot missile. Each Heavy Weapons Team may make a single "heavy weapon attack" at Attack Strength 3 and Range 4. Once this attack is made, flip the counter to its "Fired" side. The heavy weapon may not be fired while mounted (5.11.1) or on the turn the Heavy Weapons Team dismounts (this is an exception to 5.11.3). The heavy weapon attack does not double in overruns.

A Heavy Weapons Team has an inherent Attack 1 at Range 1, which can be used both before and after firing the heavy weapon. Treat this like a regular infantry attack. This inherent attack cannot be used in any Fire Phase or overrun fire round where the heavy weapon attack is used.

Heavy Weapons Teams are deployed in special scenarios. Players can mutually agree to allow Heavy Weapons Teams in other scenarios, by trading regular infantry for Heavy Weapons Teams at a 2 to 1 ratio; for example, 10 regular infantry might be exchanged for five Heavy Weapons Teams. As specialist infantry, Heavy Weapons Teams are worth double victory points (i.e., 4 VP per squad). Other than as mentioned above, a Heavy Weapons Team should be treated as infantry in all other circumstances.

Heavy Weapons Teams may re-arm from either a stocked CP depot, or a Truck or Hovertruck carrying "Heavy Weapons Team missiles." They need to begin and spend one full turn in the same hex as the reload source without firing. Each additional missile would cost 1 VP each for unit selection and victory calculation. A Heavy Weapons Team may carry only one heavy weapon missile at a time. A Truck or Hovertruck may carry up to 10 missiles, or up to five if a squad rides in the Truck at the same time. Players may receive one regular Truck for "free" per 10 missiles (or fraction thereof) purchased, if they so desire. A Hovertruck would cost 2 VP each for unit selection and victory calculation (in addition to the missile costs). Reduce the number of "free" wheeled Trucks available by one for each Hovertruck purchased. Armor units and other types of infantry may not carry heavy weapon missiles due to the large protective casing within which they are transported. Heavy weapon missiles may not be attacked individually, but are destroyed if the Truck or CP is destroyed.

3.02.3 Marine Heavy Weapons Teams (HWTM)

Specialist battlesuit squads. Marine Heavy Weapons Teams are treated for all purposes like regular Heavy Weapons Teams, except that they move and attack equally well on land and water, and have double defense in water hexes. The heavy weapon attack is uniquely designed to be effective in both air and water. Marine Heavy Weapons Teams may use their heavy weapon attack on either surface or submerged units without penalty. Unlike regular Heavy Weapons Teams, they may re-arm from Hovertrucks on the water, as per the re-arming rules above. Marine Heavy Weapons Teams cost 6 VP per squad (or 3× the cost of regular infantry).

3.02.4 Combat Engineers (CE)

Combat Engineers are specialist infantry with skills to alter the battlefield and aid in the survivability of other units. A full description of their abilities is found in Section 15.00, Combat Engineering.

3.02.5 Marine Engineers (ME)

Marine Engineers are Combat Engineers capable of performing engineering tasks while in water. A full description of their abilities is found in Section 15.00, Combat Engineering.

3.04 Ogre Types (Battlefields Entries)

Rules for the Ogre Ninja (a stealth cybertank) and Ogre Vulcan (an engineering unit) are found in Sections 14.02 and 15.00 respectively.

13.00 Optional Rules Used by Battlefields

These rules may be used to add detail when the basic game is fully mastered. They may be used in any combination.

Sections 13.05 (Camouflage), 13.06 (Dummy units) and 13.07 (Partial damage for Superheavies) are general optional rules rather than Battlefields rules and are not reproduced here.

13.01 Damage to terrain and roads

Damage to terrain can be tactically useful, and is an objective in some scenarios. Each hex has a defense strength of 4 and may be attacked separately, as though it were a unit. Calculate spillover fire normally on any units in the hex.

If a town or forest hex gets a D result, it is damaged. All roads (including rail) through that hex are cut. Place an overlay with the damaged version of that terrain. It will cover the road. Effects on movement and defense strength are otherwise unchanged.

If a damaged town or forest hex gets another D result, or if any town or forest hex gets an X result, it is turned to rubble. Place a rubble overlay on the hex. Ogres and Superheavies treat rubble as clear terrain. Other units treat rubble as swamp. Any road or railroad through the hex is cut.

A clear or swamp hex can be attacked, as above. A D or X result cuts the road or railroad, but no result changes the terrain type. Place an overlay showing the same terrain type, covering the road.

13.01.1 Weak attacks

In the event that a hex is attacked by a lone unit with an attack strength of 1, allow it a 1-2 attack on every second turn.

13.01.2 Spillover and overrun damage to terrain

If a regular attack is made against a unit in a town or forest hex (or any hex containing a road or railroad), a spillover attack is rolled against the hex's defense of 4. As with other spillover attacks, the attack is at half strength, D results are ignored, and X counts as D. This means only attacks with a base strength of 4 or more can have any spillover effect on the terrain!

When overrun combat takes place in an undamaged hex, the hex becomes damaged as of the end of the overrun, regardless of the size of the combat. Overrun combat in an already-damaged hex does not damage it further.

13.01.3 Automatic destruction of roads and railroads

Any unit may spend its attack against a road or railroad in the same hex, destroying it automatically. Place a Road Cut marker. The hex itself is not damaged. Automatic road destruction does not create spillover fire against other units within the hex.

The road or railroad in a hex is also cut if the hex is damaged or turned to rubble (see 13.01).

13.02 Destruction of bridges

Where a road or railroad crosses a stream hexside, there is a stream bridge with a defense strength of D6. It lies in two hexes and can be attacked by firing at either hex. Fire on both of its hexes can be combined for effect. Only an X result destroys a bridge. If the bridge is destroyed, the road is cut. Place an overlay showing a stream with a downed bridge.

If a stream bridge is attacked by a unit in one of its own two hexes, it is automatically destroyed.

Stream bridges are considered to be BPC-armored, and are not affected by anything except direct attacks.

13.02.1 Attacks on large bridges

A bridge which crosses a full hex (such as G1-2013) has a defense strength of 8. A river bridge lies in three hexes – the river hex and the adjoining road hexes – and can be attacked by firing at any of them. Fire on any of its hexes can be combined for effect. If a river bridge is attacked by a unit in one of its own three hexes, it is automatically destroyed.

River bridges are considered to be BPC-armored, and are not affected by anything except direct attacks. Exception: An attack on a unit on the center hex of the bridge gives an automatic, separate attack, of the same strength, on the bridge itself.

13.02.2 Results of river bridge destruction

If a river bridge is destroyed, place a "Bridge Out" overlay on it. No units can safely cross the river on the destroyed bridge. For movement and defense purposes, all units treat that hex as swamp.

When a river bridge is destroyed, any unit on its center hex is also destroyed, except an Ogre. An Ogre falls into the river in that hex. Four dice are rolled; this is the amount of damage done to the Ogre's treads. Each other component of the Ogre immediately suffers a 1-1 attack.

13.03 Ogre equivalents (Battlefields units only)

The cost of special-purpose cybertanks (Ninja, Vulcan) depends on the scenario, but should be at least 25 armor units (150 VP), if they can be "bought" at all.

UnitArmor unit equivalent
Ninja, Vulcan25 armor units or more, depending on scenario

The table of armor-unit equivalents for the other Ogres is part of the core rules and is not reproduced here.

13.04 Mines

The defender is given a predetermined number of mines. He places them in whatever hexes he wishes, recording the hex numbers and whether they are on the road. Any number of mines may be placed in a hex, and only one goes off at a time. The attacker does not know which hexes are mined.

If a mine is on a road, it explodes when any unit enters that hex on the road, but is unaffected if a unit enters the hex without using the road.

If a mine is not on a road, it explodes only on a die roll of 6 (5 or 6 for an Ogre). Mines that fail to go off are unaffected, but by entering the hex, the opposing player learns that it is mined.

A mine explosion affects only the unit setting it off. Armor units are destroyed; infantry is reduced by 1 squad; an Ogre rolls 1 die and loses that many tread units. The mine itself is destroyed. A mine explosion on a bridge hex destroys it; a mine explosion on a road or railroad creates a road cut. Mines are not large enough to turn towns or forest to rubble.

Mines can be laid in water. In shallow water (a lake or river), they would be triggered by any enemy unit passing above them. On the ocean bottom, only an Ogre or large ship would set them off. Effects of mines in water, and rules for detection and removal, are the same as for regular mines … except that only a Marine Engineer, a Vulcan, or a Heavy Drone can place or clear mines in the water (see Section 15.00, Combat Engineering).

13.04.1 Ogre passive mine detection

All Ninjas (see Section 14.02), Vulcans (see Section 15.02), and cybertanks of size 8 or greater (see the Size Table on page 14) have state-of-the-art detection equipment, giving them advanced awareness of mines and other hidden units. Whenever a qualifying Ogre is about to enter a hex with a mine or a hidden unit, the opposing player must acknowledge the presence of a mine (or hidden unit) within the hex. The Ogre may then choose to stay still, move elsewhere, or continue into the hex. If an Ogre voluntarily enters a mined hex, the mine goes off only on a roll of a 6, instead of the usual 5 or 6. See Section 15.02 for active detection of mines and minefields.

14.00 Advanced Units

There are a number of advanced units available in the game. Combat Engineers and Vulcans are addressed in Section 15.00, Combat Engineering. This section details the rules for Light Artillery Drones, the Ninja, and Mine-Detecting Hovertrucks.

14.01 Light Artillery Drone (LAD)

The LAD has Attack 2, Range 8, Defense 1, and Movement 0. It is considered a Size 1 unit when set up. However, it can be transported collapsed as a single cargo pallet by a Truck or Hovertruck, or a Vulcan, and set up quickly. The sequence of it setting up is as follows:

  • Turn 1: Unloading. It is assumed the transport has its own unloading capability. All the transport needs to do is remain in one place for one turn. Place the LAD pallet in the same hex as the transport.
  • Turn 2: The LAD unpacks itself, sets itself up, and runs diagnostics. Replace the pallet counter with the regular LAD counter. It may be targeted, but may not attack. The unit that transported it may move away normally.
  • Turn 3: The LAD can fire.

A LAD cannot repack itself without help. It takes a squad of Combat Engineers three turns to re-palletize a LAD, and one further turn to load it onto a Truck. A Vulcan may break down and load an LAD in one turn provided it performs no other action that turn. Rarely is it worthwhile to move a LAD under combat conditions.

LADs still on a pallet can also be placed as part of a defensive setup. Small, stealthy, and powered down, they are very hard to detect. The opponent will not detect a collapsed LAD until it starts to set up, or until one of his units moves into the hex of the LAD. The LAD player should note which hexes have a LAD emplaced within them, and should be prepared to show this notation when the opponent enters the hex of the LAD. An overrun does not take place when an opponent enters a hex with a collapsed LAD, as the LAD is not a functioning combat unit at that time. The unit entering the hex may still fire on the LAD pallet during its Fire Phase, if it so desires.

LADs still on a pallet may be attacked directly prior to setting up. A LAD on a pallet is treated as a D0 unit; it is destroyed by any attack. Additionally, LADs on a pallet that are being transported suffer spillover attacks at defense strength 0 if the transport vehicle is attacked.

The LAD is considered a Size 1 unit when set up. When collapsed, it can ride a Size 1 Truck or Hovertruck as cargo. If a LAD must be moved to terrain that regular cargo haulers cannot reach, any infantry squad can move a LAD pallet one hex per turn. A LAD that is set up may not be moved.

14.02 Ogre Ninja

Of the many experimental cybertanks designed by the empires of the 21st century, certainly the best known was the Combine's Ninja. It was by far the most successful attempt at a "stealth" cybertank. How do you hide something the size of a small building? With lots of electronics. The Ninja traded offensive armament for speed, intelligence (almost all were self-aware), and defensive electronics and weaponry. Probably fewer than a hundred were built; they were expensive, and not cost-effective in a stand-up combat role. But as sneaky raiders or tactical recon units, they were unmatched. Legends built up around the Ninja.

The Ninja carries a main battery and two secondary batteries. It has a single missile rack and four internal missiles; two more missiles are mounted externally. It has eight AP batteries. A Ninja starts with a move of 4 and 40 tread units.

Because of a Ninja's elaborate ECM, ECCM, extra point-defense armament, etc., it is very hard to hit. Subtract 1 from the die roll of any attack made against a Ninja except, in overruns only, by Ogres or infantry.

Units cannot combine fire against the Ninja unless they are attacking from a hex adjacent to the Ninja. Units farther away must take their shots individually. Infantry may still combine into a platoon of three squads. An enemy Ogre may combine the fire of any of its own weapons, regardless of the distance.

Ninjas are frequently accompanied on missions by a variety of Drones: recon, security, and simple distraction. None of these are very large, but some might be dangerous. Players and referees are encouraged to be creative.

14.03 Mine-Detecting Hovertruck

Hovertrucks may be outfitted as mine-detection units if the optional mine rules (Section 13.04) are being used. Such a unit costs 2 VPs and may not carry infantry or cargo; it's full of hardware and specialists. It detects mines as though it was a Combat Engineer squad (Section 15.03.3). Placing and disarming mines still require a Combat Engineer or Vulcan. It moves and defends like a regular Hovertruck.

15.00 Combat Engineering

Combat Engineering is the art and science of altering a battlefield to support friendly forces or thwart enemy ones. This may be done by:

  • aiding the movement of friendly units;
  • impeding enemy movement;
  • or directly attacking or defending.

Combat Engineers are infantry with specialized training; Vulcans, aided by their Heavy Drones, are the Ogre equivalent. In these rules, the term "Sapper" encompasses human Combat Engineers as well as Vulcans and/or their Heavy Drones.

In the world of Ogre, there are two types of tasks that may be performed on the nuclear battlefield: engineering tasks and Vulcan tasks. During a game, either Combat Engineers or Vulcans may perform engineering tasks, whereas only Vulcans and/or their Heavy Drones may perform Vulcan tasks. Some tasks succeed automatically after a specific amount of time, while others require a roll to determine whether the task was completed.

Unless otherwise specified, a Vulcan with both arms and a full complement of Light Drones is the equivalent of four Combat Engineer squads for human-capable tasks. Each Heavy Drone adds another two squads equivalent.

Rules for repacking LADs by Combat Engineers and Vulcans may be found in Section 14.01.

15.01 Combat Engineers (CE)

Combat Engineers are specialist battlesuit squads with unique training to assist friendly forces or hinder enemy ones. Combat Engineers stacked in the same hex with other units can provide assistance with difficult terrain. Combat Engineers may attempt to perform an engineering task in place of a combat action during the Fire Phase of a turn (see Section 15.03).

Combat Engineers are deployed in special scenarios. Players can mutually agree to allow Combat Engineers in other scenarios, by trading regular infantry for Combat Engineers at a 2 to 1 ratio; for example, 10 regular infantry might be exchanged for five Combat Engineers. As specialist infantry, Combat Engineers are worth double victory points (i.e., 4 VP per squad). Other than as mentioned below, Combat Engineers should be treated as infantry in all other circumstances.

15.01.1 Marine Engineers (ME)

Marine Engineers are treated for all purposes like regular Combat Engineers, except that they move and attack equally well on land and water, and have double defense in water hexes. Marine Engineers may perform engineering tasks in water as applicable, such as placing, detecting and disarming mines in water. Marine Engineers cost 6 VP per squad (or 3× the cost of regular infantry).

15.02 Ogre Vulcan

The Vulcan repair and recovery cybertank was the Combine's solution to the logistic problem of delivering an Ogre quickly. An Ogre could be shipped in modules, sea-freighted, or even airdropped, and assembled in the field. But there were some places where human assembly crews couldn't go . . .

The Vulcan was built on a Mk. III-B chassis, with huge three-fingered manipulator arms replacing the main batteries. For purposes of size and ramming, treat it as a Mark III. Lighter than a Mark III, it was significantly faster: It starts with a move of 4 hexes. It has 48 tread units. Vulcans are worth 150 points or more, as determined by the scenario.

The manipulator arms are intimidating, but they are not effective weapons against anything faster or better armored than a human being. Each arm is targeted separately, and has D2.

Each Vulcan carried scores of small Drones for maintenance and assembly work. Usually a Vulcan would be accompanied by one to four heavy maintenance Drones . . . basically, a Heavy Tank chassis with a single large manipulator arm, which the Vulcan could use as one of its own. A Vulcan may control up to four Heavy Drones at once, in addition to its swarm of light specialist Drones.

The Vulcan was not intended for combat at all. The original design was unarmed, but the generals – and the self-aware Ogres already in existence – insisted on some self-defense capability in case of surprises. However, all it has are two secondary batteries and six AP guns. The Vulcans were all self-aware, and they also knew perfectly well that they were scarce and hard to replace. Therefore, they exhibited even more caution than other self-aware units.

Vulcans also got along better with humans than did most Ogres. The Vulcans worked closely with human techs, considered "their" crews to be valuable assets, and went to surprising and ingenious lengths to protect them. And, while many Ogres displayed a warrior's frightening sense of humor, Vulcan humor tended to be actually funny, even silly. How much of this was "real" is anyone's guess, but the result was that experienced tech crews could work efficiently, and even comfortably, with Vulcans, and Vulcans often became unofficial liaisons between human and Ogre elements.

15.02.1 Cargo capacity

The Vulcan has enough internal cargo space to carry a dozen Ogre missiles, or two Platoons (or six squads) of battlesuited infantry if they're not claustrophobic, or six LADs on pallets, or an equivalent load. This storage space will survive as long as the Ogre does. The Vulcan's top cargo area can carry a unit or units totaling Size 4, or four Platoons (or 12 squads), or 12 LADs on pallets, or two dozen Ogre missiles, but these are exposed. Combat units will be exposed to spillover fire from anything that hits the Vulcan. Items on pallets, missiles, and so on will simply be destroyed if the Vulcan is hit. The internal cargo area is accessed by a retractable ramp, which was frequently useful in vehicle recovery.

15.02.2 Maintenance and assembly

The list below is not exhaustive; it covers a few jobs a Vulcan might be given, but referees should extrapolate from this to set logical times for anything that a Vulcan could reasonably do.

These times assume "two arms" – an undamaged, unassisted Vulcan with its swarm of Light Drones.

Reduce time by 1/3 (i.e., a 6-turn job takes 4 turns) if there is one more arm helping, whether it belongs to another Vulcan or a Drone. Halve times if two arms (both arms of another Vulcan, or two Drones) are helping. For most maintenance tasks, that's the largest group that can do the job efficiently. Too many helpers might get in each other's way, so referees need not assume that "more is better."

Combat Engineers or skilled human techs could also assist a Vulcan, but these are topics best left for a refereed situation.

Some jobs and their associated times:

  • To secure a damaged armor unit in the field and winch it onto the top cargo area: six turns.
  • To unload all palleted cargo from either the top or interior, or to load new cargo that is palletized and ready to go: six turns.
  • To load or unload a single specified item: one turn.
  • To assemble an Ogre from its modular parts:
    • Mark II – 12 turns.
    • Mark III – 30 turns.
    • Mark III-B – 42 turns.
    • Mark IV or V – 60 turns.
    • Vulcan – 72 turns.
    • Ninja – at least 75 turns.

Mark VI units were never delivered in modular form. Ogres larger than a Mark III-B are not normally built under combat conditions, and Vulcans and Ninjas were almost always delivered to safe areas for assembly. They were too scarce to drop into a potential combat zone unless a great deal was at stake. But scenario writers will find reasons . . .

If fire is directed at an unfinished Ogre, treat all D results as X. An unfinished Ogre cannot shoot back.

15.02.3 Vulcan Heavy Drones

Vulcan Heavy Drones have one giant manipulator arm and no weapons, and move and defend as Heavy Tanks. A Heavy Drone can pick up and carry one cargo pallet across its prow. Picking it up or putting it down takes one turn.

Without a Vulcan to command it, a Heavy Drone is merely a medium-sized construction crane that can accept voice commands. They are capable of great precision, but have no common sense, let alone intelligence. For engineering work, an unaccompanied Drone is worth two Combat Engineering squads, but only if at least one Combat Engineering squad is in the same hex or if the Vulcan is in the same or an adjacent hex and controlling it via a Drone channel.

Drones are worth 16 victory points each. This reflects not their combat value, which is negligible, but their scarcity and the fact that they act as a "force multiplier" for the Vulcan.

15.02.4 Vulcan combat Drones

Although the Vulcan wasn't intended to control vehicles in combat, its four Drone-control channels could be used to communicate with the onboard computer systems of a regular armor unit. Those systems, unaided, will allow an armor unit to move intelligently over short distances, and to attack at half strength; that's why disabled units defend normally and attack at half strength while the crew recovers.

With a Vulcan in the loop, an armor unit can become, in essence, a combat Drone, and operate normally with no crew at all. Humans are used for crew not because they are better, but because they are far cheaper than combat-capable AI systems! Each such unit takes one of the Vulcan's four Heavy-Drone slots.

15.02.5 Duckling Drones

If the Vulcan is not trying to do any more with a controlled unit than keep it nearby and drive it along, it may have up to four units of any type in each Drone control channel. So a Vulcan might be followed by up to 16 "ducklings," all within one hex of the Vulcan. These ducklings may be Heavy Drones, combat units, Trucks and/or Hovertrucks, or any combination of the above. Of course, not being at all stupid, the Vulcan would probably put the ducklings in front if the area were not secured.

In a combat situation, the ducklings fight at half strength. They must either stay within a hex of the Vulcan or stop moving completely, in which case they are considered disabled. (Of course, if there is a live crew aboard, it can take over.)

In most surprise combat situations, a Vulcan with ducklings would simply take full control of the most useful and drop the others to fend for themselves as disabled units. The Vulcan determines which four ducklings are under active control at the beginning of each turn. It can switch which four it controls each turn. If a group of ducklings is overrun, the Vulcan can take active control of four of the units for the duration of the overrun; the remainder of the units should be treated as disabled.

15.03 Engineering tasks

Combat Engineers and Vulcans may perform various tasks on the battlefield. These tasks fall into two general categories: building things (repairing roads, building bridges, making entrenchments) and destroying things.

To attempt to perform an engineering task, one or more Combat Engineer squads and/or Vulcans must start their turn in the hex they wish to perform the task, and stay in that hex for the duration of that turn. Tasks are assigned a number that must be rolled on one die for success. This assumes a single squad of Combat Engineers. Extra squads, or Vulcans and their Drones, can help. Each squad of engineers allows one extra die to be rolled. A Heavy Drone gives two dice; a Vulcan with two arms gives four.

Example: if three squads of Combat Engineers are attempting to bridge a stream, three dice are rolled for the attempt; a single Heavy Drone (controlled by a Vulcan elsewhere) attempting to bridge that same stream on its own would roll two dice; a lone Vulcan attempting the same task would roll four dice. If a 6 is rolled on any die, the task is successfully completed.

There is no limit as to the number of Sappers that may help to perform any specific task on a turn, but each Sapper may make only one attempt per turn, and the specific task may be attempted only once per turn regardless of how many Sappers participate in the attempt. Attempting a task counts as that squad's "attack" for that turn, and is made during the Fire Phase.

15.03.1 Placing mines

If mines are available in the scenario, any Sapper may attempt to place a mine, as per Section 13.04. Placing a mine successfully requires a roll of a 5 or 6, regardless of the unit. The mining player should make note of the hex within which a mine is placed and, if applicable, if it is on a road or rail. There is no consequence for a failed roll, and the Sapper may try again next turn.

15.03.2 Disarming friendly mines

Any friendly Sapper in the mined hex can automatically disarm successfully placed mines without requiring a roll at the start of their turn. Disarming friendly mines does not require an action during the Fire Phase (it is done during the Recovery Phase), but re-arming them does require the "placement" action during the Fire Phase. This allows friendly units to traverse the mined hex safely on their turn. Re-arming mines that have already been placed is an automatic success during the Fire Phase.

15.03.3 Active mine detection

By using Drones and the specialist tools built into their battlesuits, Combat Engineers may attempt to detect mines in any of the hexes surrounding the one they're occupying. The chance of success is directly related to the number of hexes they attempt to search per turn. To detect any mines in the searched hexes, they need to roll on one die a number greater than the number of hexes they are searching. For example, to search three hexes, a Combat Engineer squad would need to roll a 4+ on one die to succeed. A successful roll detects all mines in the hexes being searched.

A Vulcan has state-of-the-art detection equipment, giving it advanced awareness of mines and other hidden units. A Vulcan searches for mines as above, but rolls two dice. Heavy Drones are not equipped to detect mines and cannot aid in these rolls.

Whenever a Vulcan is about to enter a hex with a mine or a hidden unit, the opposing player must acknowledge the presence of a mine (or hidden unit) within the hex. The Vulcan may then choose to either not enter the hex and move elsewhere, or continue into the hex. See Section 13.04.1, Ogre passive mine detection.

Once a mine is detected, a Sapper may enter the hex without fear of detonation. Additionally, other units may traverse the hex without fear of detonating the mine as long as the Sapper is in the hex. Units will lose the road bonus when traversing a mined road, however. The Sapper may not fire or perform any other task during the turn it assists in mine avoidance.

The mine is still active, and will be dangerous to others, once the Sapper leaves the hex.

15.03.4 Disarming enemy mines

A Sapper may disarm enemy mines once they are discovered. Successfully disarming an enemy mine requires a roll of 5+. A failed roll does not mean that the mine exploded; rather, it simply means that it will take at least another turn to successfully disarm that mine. Disarming a mine destroys the mine without detonating it.

15.03.5 Building entrenchments

Sappers may protect infantry in clear, forest, or rubble terrain through entrenching. A die roll determines how many squads the entrenchments will protect. On a roll of a 1-4, one squad-equivalent of Combat Engineers creates an entrenchment that can protect one squad of infantry. A roll of a 5 creates an entrenchment that can protect two squads, and a roll of a 6 creates a 3-squad entrenchment. Any number of CEs, Vulcans, and Drones may help, as above. The single best result from the die rolls represent the extent of entrenchments created on that turn. Players should place the appropriate entrenchment counter or a token (penny, etc.) in the hex per entrenchment to depict the location and number of the entrenchments.

Entrenchments double the defense strength of infantry within the entrenchment in clear terrain, and triple the defense strength of infantry within the entrenchment in forest or rubble terrain (this replaces the benefit for the forest or rubble). Additionally, if the result on the CRT is a D, the lost squad comes from any units not entrenched prior to those entrenched; randomly determine from the squads that aren't entrenched. Calculate spillover fire normally on any units in an entrenched hex. Spillover fire has no effect on entrenchments themselves.

Infantry, including Heavy Weapons Teams, can fire normally from entrenchments.

For scenarios using the Ogre map, i.e., ramming rules instead of overrun rules, entrenched infantry are not reduced when an Ogre first enters their hex. The Ogre may spend an additional MP to remain in the hex and reduce the infantry normally (see Section 6.06). Thus it is possible for an Ogre to move into or through the hex without reducing the entrenched infantry.

Entrenchments have no effect on vehicles or movement. Entrenchments in any terrain other than clear, forest, or rubble offer no benefit. Entrenchments may not be built within a revetment.

Infantry from either side may use entrenchments simply by moving into the hex, as long as no enemy units are present.

An entrenchment is just a narrow slit in the ground and may not be separately targeted except by direct fire from close range (within the hex). Thus, if you control an area, you may destroy any or all of the entrenchments, but if you do not control the area, you must simply attack the entrenched infantry.

15.03.6 Terrain leveling

Repairing roads cut in a single spot, bridging streams, or creating improvised GEV ramps are tasks that require some degree of tools and materials beyond what a squad would be carrying on the battlefield. A player picking one or more Combat Engineer squads may choose a Truck or Hovertruck per squad with the needed gear to perform these tasks. These Trucks are not specialized engineering vehicles; they are simply loaded with equipment and supplies. The cost is 1 VP per Truck or 2 VP per Hovertruck. Vulcans and Heavy Drones have these tools and supplies automatically.

One or more Combat Engineer squads with the associated Truck(s), or a Vulcan and/or Heavy Drone, may attempt to repair a cut road, bridge a stream, or build a GEV ramp. The Truck needs to start, and stay, in the hex for the entire turn with the Combat Engineer. A separate Truck is required for each squad that attempts the task. A roll of 6 is required to succeed.

Combat Engineers may NOT clear roads that are cut due to damaged or rubbled terrain during a game; the damage is too extensive (see Section 13.01). Combat Engineers may not repair railroads during the game, as the task is too specialized. These are tasks specific to Vulcans and their Heavy Drones, as described under 15.04 Vulcan Tasks.

15.03.7 Grading ridges

By planting charges in the right spot, a low point may be created in a ridge to allow units to pass through the ridge as if it were not there. Any Sapper may attempt this task, and other Sappers may aid as usual; the attempt succeeds on a roll of 5 or greater. A clear hexside marker should be placed over the ridge on the map.

15.03.8 Destroying Ogres

An Ogre that has lost all its weaponry but can still move remains a threat on the battlefield. Combat Engineers may destroy it by placing specialized nuclear charges at critical points on the Ogre. To do so, they must move into the hex containing the Ogre; rather than an overrun attack, this constitutes the Combat Engineers climbing onto the weaponless Ogre. Successfully detonating a "coup de grace" charge requires a roll of 4, 5 or 6. The Combat Engineer squad remains in the hex. Should the attempt fail, it may be attempted again on a subsequent turn.

Against Ogres that still have AP guns, a Vulcan (or Heavy Drone guided by a Vulcan) may also plant an execution charge. This requires a roll of 4+ to succeed if the Ogre is immobile, or a 6 to succeed if the Ogre can still move; it will try to evade, and on its own turn will probably ram the attacking unit.

Engineering task summary

Engineering Task1d6 roll for success
Placing a mine5+
Detecting a minevariable
Disarming an enemy mine5+
Digging entrenchmentsvariable
Repair road/bridge stream/build ramp6
Grading ridges5+
Finishing off an Ogre4+ or 6

15.04 Vulcan engineering tasks

Some jobs are too big to be performed by humans on the nuclear battlefield within the time limits required and without extensive machinery. Vulcans and their Drones handle Vulcan tasks the same way that humans handle regular engineering tasks (see Section 15.03). The difference is in the number of dice available to roll for success and whether one or more Heavy Drones are required for the attempt.

A Vulcan or Heavy Drone attempting to perform a Vulcan task must start the turn in the hex they wish to perform the task, and stay in that hex for the duration of that turn. Tasks are assigned a number that must be rolled on one die for success. A Vulcan rolls two dice for success; each Heavy Drone that assists contributes one die to the attempt. If any one die rolls the required number, the task succeeds. Some Vulcan tasks require Heavy Drones; these required Drones do not add dice to the success roll. As they are required, their presence is factored into the two dice the Vulcan rolls. Additional Heavy Drones may assist the Vulcan or Heavy Drone attempting the task, adding an additional die per Heavy Drone above the required number to attempt the task. Attempting a task counts as an "attack" for that turn, and is made during the Fire Phase.

15.04.1 Assist "stuck" units

A Vulcan may remove units stuck in swamp hexes. First, the Vulcan (and possibly, one or more Drones) needs to get to the stuck unit. This requires the Vulcan to enter the swamp hex. Although it may attempt to do so as any other unit by just entering the hex, it risks getting stuck itself if it rolls a 1 or 2 on one die. To avoid getting stuck, a Vulcan may make a prepared entrance into the hex. The Vulcan player rolls one die, and the result is the number of turns the Vulcan (and any accompanying units) must wait prior to entering the hex. The other restrictions of a swamp hex still apply.

On the turn following its entrance into the swamp hex, the Vulcan may attempt to free the stuck unit. This requires a roll of a 6 on one die. A Vulcan may attempt to free any unit size 5 or smaller on its own. For every step up in size, one Heavy Drone is required to assist in the attempt. Additional Heavy Drones may assist in the attempt above the number required to make the attempt. Example: a Mark III (size 7) took an ill-advised jaunt through a swamp hex and got stuck. Freeing this Ogre requires the Vulcan and two Heavy Drones; a third and/or fourth may join the effort, thereby adding one or two additional dice to the one die the Vulcan rolls for success. Heavy Drones may not attempt to free a stuck unit on their own. A Vulcan may not attempt to free itself should it become stuck, and Heavy Drones that are stuck may not assist in freeing other units until they themselves are unstuck.

15.04.2 Repair cut rail

A Vulcan or Heavy Drone may repair a rail line that has been cut. The Vulcan needs to start, and stay, in the hex for the entire turn to attempt this task. Clearing a "Road Cut" marker on a rail line requires a roll of a 5 or 6 to succeed. Vulcans may not repair rails that are cut due to damaged or rubbled terrain during a game; the damage is too extensive (see Section 13.01).

15.04.3 Clear roads in damaged terrain

A Vulcan may clear roads that are cut due to damaged terrain (see Section 13.01). Clearing damaged terrain requires either a Vulcan or at least two Heavy Drones. A roll of 4 or greater is needed to succeed at this task. Additional Heavy Drones may assist in the attempt, adding dice to the success roll. This task is separate from mending a road that has been deliberately cut in one spot; that smaller level of repair is covered in 15.03.6, terrain leveling. The damage in rubbled terrain is still too extensive for a Vulcan with Drones to clear or repair within the confines of the game.

15.04.4 Reload missiles

If a Vulcan is carrying spare missiles, that Vulcan or an accompanying Heavy Drone may reload either internal or external missile launchers. External missiles may only be reloaded if they were fired; the launcher is too damaged to reload an external missile that was destroyed in place. Reloading an external missile is an automatic success, although the action still requires the Vulcan to be stationary in the hex for the full turn. The Vulcan may reload one missile per turn. The Vulcan is required to attempt this task as the missiles as stored in (or on) it. However, if Heavy Drones are available, an additional missile may be reloaded per Drone, per turn.

Reloading internal missiles is more complicated, and requires at least one Heavy Drone to attempt. This task succeeds on a roll of 5 or greater. The Ogre being reloaded must have at least one functioning missile rack. Only one internal missile may be reloaded per turn, regardless of how many Heavy Drones are available and assuming a successful attempt. Additional Heavy Drones may assist in the success roll attempt, however.

15.04.5 Weapon field repair

Usually an Ogre weapon that receives an X result from an attack is far too damaged to repair in the field. On occasion, the damage is light enough that a Vulcan may attempt to repair it in the field. Whenever an attempt is made to repair a weapon that was destroyed, roll one die. On a 5 or 6, the damage is light enough that an attempt to repair it may be made. On any other result, a notation should be made on the record sheet that this weapon is beyond field repair. Destroyed external missiles and missile racks are always too damaged to attempt field repair.

If an attempt may be made to repair the weapon, the task requires a Vulcan; Drones cannot help. Only one die is rolled for each attempt, and a 6 is required for success.

15.04.6 Tread field repair

Ogre treads may be repaired in the field as well. Either a Vulcan or a Heavy Drone may attempt to repair treads: two dice for a Vulcan, one for each Drone. For every 6 that is rolled during the attempt, one tread is repaired.

15.04.7 Create revetment

Revetments are prepared positions for armor units and infantry that can add to their defensive strength. In years past they were earthen embankments that could deflect or absorb incoming rounds. In the nuclear world of Ogre, the best defense is . . . still to dig a hole in the ground. Revetments have no inherent movement value and may not be moved by other units.

Revetments add +1D to the defense strength of a combat unit. This bonus is added after any terrain bonus multiplier. Spillover fire rules are applicable to other units sheltering within one.

Revetments are static positions, and can be targeted independently. They have a defense strength of 2. See Section 7.12. Revetments may receive terrain defensive bonuses like other armor units (e.g., they have a defense strength of 4 in a town hex). Only an X result has an effect on revetments; a D is considered a NE for game purposes.

Revetments come in two sizes: small and large. A small revetment can offer protection to a unit size 3 or smaller, whereas a large revetment protects a unit or units up to size 5 (see Size Table on page 14). More than one unit may occupy the revetment as long as the total size is less than the size of the revetment and stacking limits are observed. Example: up to three Light Tanks (size 1 each) could all occupy a small revetment and benefit from the +1D.

Entrenchments may not be built within a revetment.

15.04.8 Towing vehicles

A Vulcan can tow disabled or immobile vehicles. Attaching the vehicle to the tow hitch is a Vulcan Task, which succeeds on a roll of 2+. Unhitching a towed vehicle is automatic and is not considered a task. A Vulcan may only tow one vehicle at a time. The Vulcan's movement is decreased based upon the size of the vehicle it attempts to tow.

Vehicle SizeMovement Modifier
5 or less0
6 or 7-1
8-2
9-3
  • 15.03.3 Active mine detection
  • 15.03.4 Disarming enemy mines
  • 15.03.5 Building entrenchments
  • 15.03.6 Terrain leveling
  • 15.03.7 Grading ridges
  • 15.03.8 Destroying Ogres
  • 15.04 Vulcan engineering tasks
    • 15.04.1 Assist "stuck" units
    • 15.04.2 Repair cut rail
    • 15.04.3 Clear roads in damaged terrain
    • 15.04.4 Reload missiles
    • 15.04.5 Weapon field repair
    • 15.04.6 Tread field repair
    • 15.04.7 Create revetment
    • 15.04.8 Towing vehicles