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%/                        Gekkonidae:714-963-4278                       \%
%                                                                        %
%                                Ogre Docs                               %
%                           Supplied & Typed by                          %
%                                 Gumball                                %
%                                                                        %
%\                      Edge of Reality:818-242-6218                    /%
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     I typed these docs out of the orginal role-playing game manual, they
are basically the same as those of the computer game.  I have added to and
subtracted from various parts of the docs, so they will mostly go along
with the computer game.  Now, onto the dox!


                                 %%%%%%%%%%%
                                 %/Preface\%
                                 %    to   %
                                 %\  Ogre /%
                                 %%%%%%%%%%%

Technology governs strategy.  The tank-type vehicle, considered obsolete by
the end of the 20th century, ruled the battle fields of the 21st.  Several
factors led to the reappearance of mechanized warfare.  The first, of
course, was the devlopment of the biphase carbide armor.  Stronger than any
steel, it was also so light that even an air-cushion vehicle could carry
several centimeters of protection.  The equivalent of a ton of TNT was
needed to breach even this much BPC armor - which meant that, in practice,
nothing less than a tactical nuclear device was likely to be effective.
Infantry, which had for a time eclipsed the tank, declined in importance.
Although an infantryman could carry and direct a tactical nuclear missile,
he had to be extensively (and expensively) protected to survive the nuclear
battlefield.  Thus, the "powered suit" was developed.  Four cm of BPC, jet
equipped, it could guard a man for about a week (in increasing discomfort)
from shrapnel, background radiation, and biochem agents.  However, the cost
of equipping infantry reduced their value.  They were still more flexible
and maneuverable than armor, and now they were almost as fast - but they
were no longer cheaper Long range nuclear missiles, which had been expected
to make a mockery of "conventional" operations, likewise declined in value
as jamming technology and laser countermeasures improved.  Without
satellite guidance, no missile could hit a less-than-city-sized target at
more than 30km - and no combatant could keep a spy satellite operational
for more than an hour.  Missiles big enough to carry jam-proof guidance
systems were sitting ducks for the big laser batteries - for, although
lasers had proved too temperamental and fragile for battlefield use, they
were fine as permanent AA units.  Thus, the tank-type vehicle - fast,
heavily armed and armored, able to break through enemy positions and
exploit disorganization - returned to wide use.  And, once again, planners
fretted over priorities.  More guns? More armor? More speed?  Increase one,
and lose on the others?  Increase all and build fewer units? Some
interesting companies appeared.  The 21st-century infantryman, especially
with the later "heavy powered suit," was a tank in his own right, at least
by 20th-century standards.  The armored hovercraft or Ground Effect Vehicle
(GEV), equipped with multi-leaf spring skirts for broken ground, could make
120km/hr on any decent terrain, and 150 on desert or water.  Conventional
tanks were slower but tougher.  All fired tactical nuclear shells.  The
ultimate development of the tank-type weapon, though, was the cybernetic
attack vehicle.  The original tanks had terrorized unsophisticated
infantry.  The cybertanks terrorized EVERYONE, and with good reason.  They
were bigger (up to 50 meters), faster (hovercraft models proved too
vulnerable, but atomic powered treads moved standard units at 50kph or
better) and more heavily armed (some had firpower equal to an armor
COMPANY). And two to three METERS of BPC armor made them nearly
unstoppable.  what made the cybertank horrifying, though, was its literal
inhumanity.  No crew was carried; each unit was wholly computer-controlled.
Although true mechanical intelligence had existed as early as 2010, and
fully autonomous factories and military installations were in wide use by
the middle of the century, the cybertanks were the earliest independent
mobile units - the first true "robots." Once the first cybertanks had
proved their worth, development was rapid.  The great war machines aroused a
terrified sort of fascination.  human warriors devoutly hoped never to
confront them, and preferred to keep a respectable distance - like several
kilometers - even from friendly ones.  They were just too BIG.  One fact,
more than anything, points up to the feeling that developed toward the
cybertank.  Unlike other war vehicles, they were never called "she."
Friendly units of the speaker's acquaintance were "he;" others were "it."
And the term "cybertank" was rarely used.  People had another name for the
big war machines - one drawn from the early Combine units and, before that,
from dark myth.  They called them Ogres...

                                   %%%%%%%%%%%%
                                   %/  Ogre  \%
                                   %    the   %
                                   %\  Game  /%
                                   %%%%%%%%%%%%

                                   --------------
                                   -    1.00    -
                                   -Introduction-
                                   --------------

               General
In its basic version, OGRE is a two-player game (although easily played by
one player on the computer version) representing an attack by a cybernetic
fighting unit - the Ogre - on a strategic command post guarded by an armor
battalion.  Playing time is between 30 minutes and 1 hour (although
somewhat shorter in the computer game).

              Basic scenario
This represents an Ogre attack on a heavily-guarded command post.  the
defense sets up first.  The defending player gets 20 points of attack
strength (explained later) of infantry and 12 armor units.  Each howitzer
the defender takes counts as TWO armor units.  These units are set up in
the obstructed area of the map, as is the command post.  In addition, all
but 20 attack strength points of the defender's force must set up on or
behind a line drawn between the two crater hexes at the map EDGES.  The
attacking player takes a single Ogre Mark III and moves first, entering
anywhere on the bottom of the map.

       Victory conditions are as follows:
   All defending units destroyed: complete Ogre victory.
   Command post destroyed and Ogre escapes from bottom of the map:
        Ogre victory.
   Command post AND Ogre destroyed: marginal Ogre victory.
   Command post not destroyed, but Ogre escapes: marginal defense
        victory.
   Command post survives, Ogre destroyed: defense victory.
   Command post and at least 30 attack points of defense force
        survive: complete defense victory.

                                      ------
                                      -2.00-
                                      -Map!-
                                      ------

          General
The map is divided into hexagons, or "hexes," each of which represents an
area 1500 meters across.  Each turn represents 4 minutes.  Terrain features
on the map are:
          Craters
Hexes containing craters are impassable.  No unit may move into or over a
crater.  Units MAY fire over craters.
          Rubble
The heavy markings along some hexsides indicate lesser obstructions.  Only
Ogres and infantry may cross these hexsides.  Units MAY fire over rubble.

                                      ----------
                                      -  3.00  -
                                      -Counters-
                                      ----------

          Standard counters
I forgot what order they are in the game, but here is a list of the playing pieces (counters):
Heavy Tank...................Your Standard heavy tank Missile
Tank.................Less armored missile-firing crawler vehicle Ground
Effect Vehicle (GEV)..Single, highly mobile, armed and armored air-cushion
vehicle.  Each GEV may move TWICE per turn.
Howitzer.....................Non-Self propelled missile cannon
Infantry.....................Three types, represented by a 1, 2, or 3
squads of infantry, armed with conventional and antitank weapons and using
powered suits which greatly increase their mobility and provide some
radiation and shrapnel protection.
    "Armor unit" designation
The above standard counters (other than infantry) will sometimes be
referred to as "armor units."
    Command Post (CP)
This counter represents a strategic communications center.  It is immobile
and has an attack and defense strength of zero; that is, any attack
automatically destroys it, and it may be rammed by an Ogre without damage
to the Ogre.  A player whose CP is lost has lost the game, but may continue
to fight and inflict damage on his opponent.
    Ogre counters
These counters appear in two types: Mark III and Mark V.  Each represents a
single robotic fighting machine, equipped with guns, missiles,
anti-personnel weapons, and heavy armor.  The Mark V is larger and more
formidable than the Mark III.

                                    ------------
                                    -   4.00   -
                                    -   Turn   -
                                    -Sequencing-
                                    ------------

          Turns
OGRE is played in turns.  During his turn, each player may move any or all
of his units, and fire with any or all of them, as long as each unit fires
only once and (except GEVs) moves only once.
          Basic scenario sequence
       The turn sequence is as follows:
 Ogre moves
 Ogre fires
 Defender's armor units disabled the PREVIOUS turn become un-disabled
 Defender moves
 Defender fires
 Defender moves
 GEVs their second (3 hex) movement phase

                                      ------------
                                      -   5.00   -
                                      - Movement -
                                      ------------

          General
Here is the list of vehicles and how many hexes they can move per turn:
          Vehicle | # of moves
          --------|-----------
          Hvy Tank| 3 hexes
          Msl Tank| 2 hexes
          Howitzer| 0 hexes
            GEVs  | 4/3 hexes (4 first movement turn, 3 the second)
          Infantry| 2 hexes
            Ogre  | 3 hexes
             CP   | 0 hexes
          ====================

          Stacking
Units may not be stacked; that is (with the exceptions noted below) only
one unit at a time may occupy each hex.
          Combining infantry
The basic infantry counter is the 3-squad counter.  Two or three 1-squad
counters, or a 1-squad and a 2-squad counter, may occupy a hex together,
since they are still the equivalent of one 3-squad counter.  Join the
infantry with the choice "Combine".

          Movement through other units
Any unit may move THROUGH a hex occupied by a friendly unit, as long as the
two do not end the turn on the same hex.  No unit may move through a hex
occupied by an enemy unit, except as described under Ramming, below.
          Ramming
An Ogre may damage or destroy enemy armor units by ramming.  Ramming a unit
is accomplished by moving onto or through its hex.
          Results of ramming armor units
Any IMMOBILE ARMOR UNIT (i.e., a Howitzer or any disables unit) is
destroyed if rammed.  Any ARMOR UNIT rammed has a 50/50 chance of being
disabled/destroyed, respectively.  If the armor unit is only disabled, the
Ogre can expend another movement point and stay on the same hex, and ram
again.  An Ogre loses two tread units (explained later) for ramming a heavy
tank and one tread unit for ramming any other armor unit.
          Movement after ramming
If an Ogre still has movement left after ramming, it may continue to move.
However, if loss of tread units due to the ram reduced the Ogre's movement
points, it may move only the reduced number of hexes that turn.
          Ramming CPs
An Ogre may ram a CP, destroying it.  Since the CP has no defense strength,
the Ogre is unhurt.
          Limit on ramming
An Ogre may ram no more than twice per turn.
          Armor units ramming Ogres
An armor unit may ram an Ogre by moving onto its hex.  The Ogre loses one
tread unit automatically; the armor unit is destroyed.
          Infantry overruns
An Ogre may not ram infantry, but it may move onto or over an infantry hex
as though the infantry was not there.  If the Ogre has ANY antipersonnel
weapons left, the infantry unit is automatically reduced by one strength
point. An Ogre may choose to expend another movement point stay int the
SAMN hex, and reduce the infantry again.
          GEV double movement
A GEV may move twice per turn - once (up to 4 hexes) before combat, when
all other units move, and once (up to 3 hexes) after combat.
          Ogre movement points
An Ogre begins the game with 3 movement points.  This may be reduced by
damage to its tread units as the game progresses.

                                      ----------
                                      -  6.00  -
                                      - Combat -
                                      ----------

          Sequencing
A combat phase occurs after each movement phase (except GEV second-phase
movement).
          Combat factors
The following is a list of each counters combat factors, it is expressed by
two numbers divided by a slash.  The first number shows the unit's ATTACK
STRENGTH; the second shows its range - that is, the maximum number of hexes
at which that unit may attack.
          Defense strength
Also included in the table is the defense strength of the armor unit.

         Vehicle | Combat factor | Defense strength
         --------|---------------|-----------------
         Hvy Tank|      4/2      |         3
         Msl Tank|      3/4      |         2
         Howitzer|      6/8      |         1
           GEVs  |      2/2      |         2
         Infantry|      3/1      |    3/3-2/2-1/1
            CP   |      0/0      |         0
         ==========================================
           Ogre  |               |
         Mark III|               |
         ------------------------------------------
         2 msls  |      6/5      |         3 (each)
         1 Mn Bat|      4/3      |         4
         4 Sc Bat|      3/2      |         3
         8 anprs |      1/1 (against infantry/Cp only; DS:1
         ------------------------------------------
           Ogre  |               |
         Mark  V |               |
         ------------------------------------------
         6 msls  |      6/5      |         3
         2 Mn Bat|      4/3      |         4
         6 Sc Bat|      3/2      |         3
         12 anprs|      1/1 (Same as above)1
         =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

          Ogre tread units
These units represent the state of the Ogre's treads and motors.  Damage
slows the Ogre.  A Mark V begins with 60 tread units; a Mark III begins
with 45.  When an Ogre's tread units are reduced to 2/3 their original
total, the Ogre's movement points are reduced from 3 to 2, and so on, when
the Ogre cannot move, it can STILL fire.  The Ogre does not expend tread
units simply by moving.
          Attacks
Don't worry about it, the computer won't cheat ( I hope ).
          Weaponry
It is assumed that most weapons are heavy rapid-fire canon using tactical
nuclear shells, effectively capable of fire in any direction.  Each
standard unit may apply its attack strength once per turn.  However:
          Antipersonnel
    Ogre antipersonnel weapons are effective only against the infantry and
the CP.  No infantry unit may be attacked more than once per turn by
antipersonnel.  When all AP weapons are gone,  an Ogre can no longer reduce
an infantry unit's strength by 1 by entering its hex.  NOTE: Any weapon may
be used against infantry.  AP weapons are useless against anything BUT
infantry and CPs.
          Missiles
Each Ogre missile is a one-shot weapon.  Once used (or if destroyed before
firing) it is gone.
          Destroying Ogres
An Ogre is not destroyed until all its weapons and tread units are gone.
          Combat in same hex
If an Ogre ends its movement in the same hex with an enemy unit, combat
between them occurs as though they were in adjacent hexes.

                                      ----------
                                      -  7.00  -
                                      - Ending -
                                      -   The  -
                                      -  Game  -
                                      ----------

          The end
The game ends when the attacking force is destroyed, withdraws from the
bottom of the map, or if the defense is destroyed.

FINISHED!  Still with me?  Well, hoped this helped you out, and I hope you
enjoyed the preface, ect.  I typed these docs to give you the real
"feeling" of the game....  I ask that no one put their name on top of mine,
as I have spent a long time on these docs....

                                             Gumball....
_____________________________

