Tuesday, December 13, 2011

For those on the edge of their seats keeping track of my blog...

HAHA
Probably the only person looking at this blog is me and maybe half a dozen other people. But I do like posting game stuff even if it's for my own benefit. Hard Drives crash (and they are expensive now) and you lose photos and game information.
With that out of the way - I will be gone until Jan 5th 2012. See you then! I might make an entry or two during this in Utah!

-Dave

Sunday, December 11, 2011

Updated Countersheet as of 06 Dec 2011

Here is my current counter sheet. I actually scanned them in because transferring them from Visio Pro to photoshop was rather time consuming and was getting boring. Besides you don't print off counters from a jpg anyways. The resolution from a jpg is very low and with Viso Pro you can get your counters to come out to match the dpi of your printer. As my laser printer can print on plastic or paper at up to 600 dpi I chose Visio Pro to print out my counters. They come out so nice that some of the detail has to be truly appreciated with a magnifying glass!
Go to Boardgamegeek to get a larger one under the user name of 'Toltrin' to inspect the detail I put into these. The dpi range is about 400-450 because of the jpg quality. To get the FULL original scan of 4515x6303 pixels, go there, sign up, and THEN access the original instead of looking at the medium sized counter sheet.

Click on this picture to get the main jpg. 

Wednesday, December 7, 2011

A new variant scenario condition that could prove to be interesting ... random satellite coverage!

A new variant scenario condition that I thought would be very interesting.
Random satellite coverage!
The Paneuropeans have hacked into a few Combine VERY SMALL spy satellites which gives them unprecedented detail of a battle-space about 2 km by 2 km at a time.
How it works in the game:

Roll your CRT attacks against a Combine target and choose if you are using the hacking of a spy satellite that battle. This hacking can happen only every 4-5 minutes so one hack once a turn only.

THEN
Roll a d6 and it turn up 6 then +1 on the CRT table for that single battle. A successful spy satellite hack by the Paneuropeans! Some military hacker probably saved a few lives!
HOWEVER
Roll a d6 and if it turns up 1 then -1 on the CRT table for that single battle. The spy satellite had the wrong area covered and the units relied on this information for correct firing solutions. Maybe in this case the Combine knew which spy satellite was being hacked and gave the Paneuropeans wrong data.

This is an optional scenario modifier that could prove to add some spice to any game!


Here is a dice roll I just did while writing this entry. I
rolled three perfect battle rolls (all 6s) and a 1 on the d6 mod die.
Excellent if only all the roll were 4s and I was trying to pick off tread units with a 1:1 attack!
Have fun using it and Merry Christmas!

Tuesday, December 6, 2011

Clear Counter Sheet Lamination!

Keep your miniatures! Don't give up on minis! You can play with them outside like in my blog
Steps to making a counter sheet from 3 mil clear overhead sheet of plastic you can print on.
1. Wear rubber surgical gloves if you have them so you don't lay down oils that can be trapped beneath the lamination when you laminate. I have done this and ruined over 20 counters on a sheet from my fingers laying down oil, having it bubble and - well - a mess. 
2. Print out the counter sheet FIRST on a regular sheet of paper. Really inspect it to make sure it passes. Mistakes on a clear sheet of plastic that you can print on is expensive while a sheet of paper is not (yet).
3. THEN Print out the counter sheet on 3 mil overhead plastic or if you have some print out on 7 mil overhead plastic if you KNOW your printer can take it. You test if your printer can take 7 mil by having it print on a 20 pound card stock. Do not buy the plastic overhead sheets where you can only print on one side and it is slightly bumpy on the other. Those will produce counters with bumps on one side. The one that are bumpy on one side are for overheads so that the bumps are plastic that raises the plastic sheet slightly over the glass so the whole sheet does not get hot on the hot glass. The raised areas of one side print only clear plastic will not laminate well AT ALL (it was a costly mistake for me).
4. Carefully remove the sheet from your printer (wearing rubber gloves - not cloth - cloth gloves leaves behind lint that WILL be laminated - trust me) and carefully cut them with some HEAVY DUTY scissors, not regular ones. Regular ones will stretch the plastic. So, the sharper and beefier the better. After you have trimmed the clear sheet of plastic with the printer material on it hot off the press do the next step. If you feel confident with an exacto knife and a ruler - you can do that too but, believe it or not, it does not have the control that a pair of heavy duty scissors gives you.
5. Carefully place this clear sheet of plastic with the printer material on it between the sheets of the prepared 7 mil lamination sheet. If you printed on 7 mil clear sheet of plastic then still place it between the sheets of a 7 mil lamination sheet.
6. Warm up the laminator - most Laminators will have two lights. One to tell you it's on and the other to tell you that it's warmed up and ready to receive sheets. Even after the 'ready' light it on - wait about 20 seconds anyways. Better to be safe with a hot tool than be sorry with a bubbly lamination sheet!
7. Run the combination of clear sheet in the center with 7 mil lamination on the outside through the lamination machine. Twice or three times if necessary. You want it a little hot on the third pass to make sure to MELT all the glue the will hold the plastic sheets together. The glue is heat activated glue and you want to make sure it got hot. You can test this by putting your finger on it and having to remove your finger because it's hot enough for about 1-2 seconds of pressing your finger.
8. Trim the laminated clear sheets that have been put through the laminator.
9. Place the sheet again between 7 mil lamination sheets or if you printed on 7 mil already, place the 7 mil printed sheet of clear plastic between 3 mil lamination sheets.
10. Once they are out of the laminator and you have 2 layers properly on top of the printed clear sheet of plastic with the counter set on it then cut the sheet into 4 quarters. Run these through the laminator once.
11. Cut those quarters into smaller pieces and run those through the laminator once until you are left with single counter units.
12. Finally take a thin cardboard sheet (20 pound is good) and place individual counters on the cardboard and run those though the laminator once. Do this with counters that you see that there is a light part next to a dark part where the glue has not taken complete hold. Enough lamination heat will 'weld' all the sheets together into a solid piece of plastic. Basically a Shrinky Dink counter without an oven or having to calculate the shrinking process!
14. (I don't like the number 13 haha) Buy some lock-tite plastic counter separators like this.  With my counter collection you will end up making up to 4-5 sheets of these and that will yield up to 1300-1600 counters if you multiply for each type correctly. Putting them all into a plastic bag will not do it.
15. Have fun and remember that cutting and laminating these counters will be time consuming and laborious. Space out the times you do this - like make 1/2 counter sheet today - 1/2 tomorrow - kind of thing. Put music on while you cut and reheat singles on the cardboard sheet, etc.

Notes on counter size:
Font size 3.5 is the smallest on 600 dpi you can get. You can put a LOT of info on a counter but try to limit the counter to symbols to differentiate it from others (the NATO-like symbol in the upper corner of each counter) and just one small word or two on the sides. The unit picture should be no less than 60% of the counter. No one likes looking at a 1/2" x 1/2" piece of plastic with writing ALL over it. The hex size on a map you would buy for 1/2" x 1/2" counters (regulars I call them) are 20/32" (15.88mm) on the side to side and 22/32" (17.46mm) on the corner to corner. A 1/2" x 1/2" counter is 12.7mm x 12.7mm exactly. If you want to make a larger counter than this then you will have less counters on a sheet and subsequently need a larger map as well not being able to use the beautiful maps that come with OGRE (as well as any Avalon hill game you pick up). Remember the size of your counters will determine the range of maps you can use. The smaller the counter, the more maps you can play on.

Notes on laminating:
Printing on 3 mil clear plastic with 7 mil lamination then 3 mil lamination yields a 31 mil clear counter. You can put 3 mil on top of the to make it 37 mil but I would not push it. 

DO NOT print on 7 mil clear sheets.

Sunday, December 4, 2011

One of my favorite OGRE Maps, simple and fun!



Here are some items I wish Warehouse 23 would either bring back or put on their list to buy.

This is the 1 and 1/2 inch map I bought from Warehouse 23 and I don't think they offer it anymore. I guess I bought it just in time. I wanted to buy another one so I could cut it up for the hexes and make my own large maps. Oh well. By the way, that GEV is a printed out miniature photo on my laser printer set upon a plastic sheet magnet. Coolest magnet ever!


 
Vulcan Drone. Another unit dropped from the line for some reason. This is not my paint job and I admire the work and detail that went into the paint job of this miniature. Whoever did one I would like to get some advice on how to paint!
OGRE 'Ninja' or what I like to call in the Americanized name of 'The Black Horse'. I would like to get another one to apply my glow in the dark paint I just bought. My only OGRE 'Ninja' has a mat black paint job unlike this example where dark green seems to be the theme.
The famous Doppelsoldner. I consider this OGRE the best of all the Cybertank miniatures.  Again, not available at Warehouse 23 and I only have one of them. I painted mine with Paneuropean colors. I would like to obtain a few more as I have some creative paint jobs I could like to apply to them.


CRT (Combat Results Table) dice I created. No more referring to charts every battle or memorizing the original CRT table! Looking into a company to get a bunch of these made.
The Vulcan Cybertank. Not available anymore at Warehouse 23. I am impressed with the owner's ability to paint such different colors on a detailed piece without painting errors. Simply amazing!
The BIMP Tank. Essentially a big suicidal little bug of a tank. Introduced in the OGRE book. Again I love the creativity used in the art of this simple battle unit. Those beady eyes ready to take out a hex worth of units!











Here is the concept of the Grabber Tank creatively depicted in the OGRE book. I wish they would add this to Warehouse 23 in that I have a few Vulcan OGREs I could couple with them. Maybe they are already on sale.
Maybe Warehouse 23 could bundle flags from all the countries into decals we can put on our units and OGREs, if possible from the following major super powers of the future!

The Oil controlling states of the Arabian Confederation


The Chinese Hegemony


The Nihon Empire

North American Combine

Nova Brasilia



The Paneuropean Empire



The Glorious Israeli Flag!


Anyways that is my opinion of what they should put up or make available again at Warehouse 23.



Friday, December 2, 2011

I need help determining which Scout Mech to use!

Here are four variants. The main reason for this unit to spot for other mechs and ground units (increasing their range by 50%).
Please! Which one demonstrates the main ability to spot over combat and hit and run tactics?
Scout Mech 'A' seems to be the best choice - but I want to know what you think.

I need help determining which Scout Mech to use!

Here are four variants. The main reason for this unit to spot for other mechs and ground units (increasing their range by 50%).
Please! Which one demonstrates the main ability to spot over combat and hit and run tactics?
Scout Mech 'A' seems to be the best choice - but I want to know what you think.

Wednesday, November 30, 2011

A Mark 3 attacks a Nihon CP!

I used the regular OGRE map to simulate a small island that was off the coast of Japan.
I put out 100 vp (exactly) of Nihon units against one Mark 3 Cybertank that was dropped off by a long range ship on the South part of the island. The Mark 3 fought well with destroying many power suited infantry and destroying the famously powerful Nihon heavy artillery emplacement before it could do any damage to the Mark 3. After a 20 minute battle, many light GEVs, light missile tanks and power suited infantry met their end to this OGRE. The Mark 3, nicknamed 'Echo 3' was immobilized with all it's main and secondary weapons destroyed nearly 13 kilometers from the crushed Nihon radar station it was sent there to destroy. The Nihon military set up a 2000m quarantine around the rusting hulk sensing it's self destruct mechanism was not active but reading that there were still eight deadly infinite repeaters still actively searching the horizon. With it's treads and bogies all blown out in a macabre trail leading away from the Nihon command center and despite radio and lazcomm messages to destroy it it begs to be shut down.
The Nihon empire lets it dwindle in loneliness in exchange for all the lives it took in an attempt to gain a royal Nihon Island. A single platoon of 7 Nihon power suit infantry survived to lazcomm the pyrrhic victory to their superiors.They are now known as the lucky 7 Platoon. They now guard this island and watch for subsequent invasions as well as to find answers why this worthless island was important to the Combine in the first place.

Tuesday, November 29, 2011

New counters for the Nihon units!

In early May I reveiled my version 1 of the Nihon counter set. This included trains, heavy tanks, infantry and even the command centers. The problem? They were unevenly blue, opaque and I messed up a bit on the double sided aspect of the counters.
My solution? Print the counter art content on a thin clear overhead sheet through my laser printer and cover that with two 7 mil sleeves of contact plastic run through a laminator I have.
Anyways, here are the counters that I photographed.
The complete Nihon army unit types they field 95% of the time. There are specialist units but they are not worth printing in that they are used on very rare occasions and are rarely seen by the Combine or Paneuropeans.

Showing the light and regular GEV, light and heavy Tank and the light and regular howitzers.

A personal view of a 3/1 Nihon unit of Power suited infantry. They are nearly identical to Combine and Paneuropean infantry except that all the instructions are in Japanese, Vietnamese, Korean as well as other languages from Southeast Asian countries that are a part of the Nihon alliance (The Nihon empire to the Combine).

These are the containers I keep the Nihon units in. They are wonderful in that the counters do not shift around and they lock shut. Additionally I can write on the clear tops in permanent pen what units are what.
I hope you have enjoyed this tour of my Nihon counter set. I have enough Nihon counter sets to play engagements into the 100s of victory points. I just played a 310 victory point game with a few of my friends (each controlled a "battalion" of Nihon units) against a slew of encroaching Paneuropean and Russian OGREs. The area was in Kamchatka, among the low lands while the Russian resistance forces were in the mountains.
Guess who won?

My thoughts on Steve Jobs and Apple Computers (may piss off some Apple Monks...)

The words of a monk-like Apple follower:
"...I find myself believing [in God] a bit more. Maybe it's because I want to believe in an afterlife, that when you die, it dosen't just all disappear. The wisdom you've accumulated...somehow it lives on. Yeah, but sometimes I think it's just like an on/off switch. *click* and you're gone.
And that's why I don't like putting on/off switches on Apple devices.
RIP Steve Jobs......... your my inspiration, and the world is most certainly a lot darker without you..."
I can understand being sad and empty about a person you admired who has died. But going so far to not turn off electrical appliances for a man who has died you have never met nor did not know personally?
If you are going to beleive in God, don't add into that equation a businessman whose sole purpose was to make money by limiting features on what he sold. Did God made apples so that once you ate 70%-80% you had to give up 1 month of your life in order to have the rest of the apple? The two personalities, God and Steve Jobs, are rather immiscible, as oil and water is.
For heaven's sake, don't get all philosophical about Steve Jobs. He was a business man who knew how to manipulate people into devices that have close to three-quarters of their features locked up.
One more legacy of Steve Jobs left us was locking up iPhones up with the worst cell service on earth. Yes, AT&T was married to the iPhone for way too long (maybe enough time to make AT&T a lot of money from the Apple fanaticism phenomena).
iPhones are for people who do not have high paying jobs (or jobs at all - beside their fan-boi leader Jobs himself) but want to look like they do. Serious business people use the Blackberry. With the Blackberry you can actually program or obtain programs without Apple's assistance or having your Blackberry locking up due to 'tampering'. You don't have to wait for an 'app' to come out for a Blackberry. Where is the app for the iPhone to unlock it fully and allow you to have another service or be compatible with other programs from other devices? No app for that? Thought not. By the way, that app is extremely possible and would be rather simple to implement.
Devotion to a company can go too far. Yes, a money making company, not a religious organization that puts out hand held devices. Then when they shower you with another miracle device, a man dressed like a trendy, half-bald Mr. Rogers gets on stage like he was guru, a visionary, a something we are to worship? It seemed like that to me when I saw him do his thing on the stage.
Don't forget how Steve Jobs designed his devices he showers us unwashed masses a little at a time to have features in them we KNOW ARE THERE to be locked up and brick up it if we try to access them fully. This is so he and his company may later unlock them and charge extra money for the act or institute a monthly charge on unlocked content.
Oh yes - another legacy he left behind: iTunes. That piece of filth software that is my only safe conduit to my iPod nano. Don't get me wrong, my iPod nano has really good sound, is reliable and does not have a bad design at all (unlike the Zune). Nevertheless has anyone at Apple ever heard of compatability with other operating systems and drag and drop to a device with memory to serve as a hard drive as well? Thanks to this Steve Job I have to load up iTune (a big load of 'spend your money here' piece of crap on my computer) every time I want to communicate with my iPod.
Don't even get me started on how the iPod can totally be a movie player and yet they locked that up tight as a frog's you know what.
Steve Jobs is like a new car salesman that sells a cool new shiny car but with 80% of the functions disabled you KNOW ARE THERE and then in front of you welds the hood and trunk shut.
If you try to fix it the car, it either blows up or stops working permanently and then customer service throws up their hands in 'helplessness' and says it's your fault.
If you like Apple products, good for you. I like some of them and I would love them even more if they unlocked features that are there when you bought the thing at the checkout. You really are a blind follower of all that is Apple if you believe that this for the good of the people. No, this locking of innate features on a device they sell is for the good of Apple and no one else.
Three questions to ask an Apple Monk (What I call radical followers of all that is Apple):
1. Ask an 'Apple Genius' or an Apple Monk  this: How free is it to upgrade my memory in my Apple computer from 2GB to 8GB after I have bought the memory seperately from Apple?
2. How many first person shooter, real time strategy and role playing games can you play on your oh so shiny Apple computer? Can you even list a dozen without thinking hard?
3. Why has not Micro$oft bought Apple or pushed it into bankrupsy already after 20 years? I beleive that Apple exists to give MicroSoft an appearance to have competition.

Anyways, go PC if you want lots and lots of games, programs, the freedom to program and modify your device without it bricking up or exploding.
Buy Apple if you want a well designed, expensive, easy to use device that you cannot modify in any way except in the way Apple wants you to.

Augmented Infantry and Augmented Marines (Militia with bionics!)

I was thinking about how other countries do not have the up to date units that other countries have.
» Archaic armor and technology are left-overs of what we call today modern. In the battlefield of the future, less fortunate countries have to use the other super-power’s hand–me–downs.
» There are a few simple rules that differ from OGRE/GEV when dealing with archaic armor (1995 – 2015)
» Archaic armor is not effected by spillover fire from another archaic unit's fire. + Archaic armor, when attacked with nuclear spillover fire, all take the full attack for every archaic armor unit in that hex. If a Heavy tank from the future attacks a hex with three main battle tanks in it (2/2 R2 M2), then all three tanks take the 4 attack and therefore three rolls are made to determine the fate of all three unfortunate archaic armor in that hex.
Infantry can be picked up by an APC from an adjacent hex, then dropped off in another hex adjacent hex, but the infantry may not attack if transported this way, even if the enemy is within range. They must wait until next turn to attack. They may be dropped off by an APC or truck and attack immediately if they were not picked up in the same turn. They exit the APC in the same hex or an adjacent one to attack (player's choice). The archaic APC may join in the fight with's archaic weaponry as well to augment the infantry's abilities.
» Any unit, even 0/0 trucks and 1/1 light scout vehicles may pull artillery. It takes one full turn to set up the artillery and one 1/1 infantry must be left behind to operate the archaic artillery (hence, the truck being able to carry 1/1 infantry). An archaic artillery piece may fire at plus one range at the cost of one attacking factor. For instance, the average archaic artillery piece is 2/4. It may fire 5 hexes (7.5 miles) if it attacks at only 1 attack factor. The reason the ranges are so short for these archaic units is that the shells they fire are not archaic. Theoretically, these artillery pieces could fire a shell over 20 miles (about 13-14 hexes) but the technology available to the opposing side could shoot that shell out the sky within the first few miles without maneuvering assistance technology. In fact there are modern rockets launchers (namely the American made M270 Multiple Launch Rocket System) that can place rockets at near double that of conventional artillery of the 1995-2015 military era to the sum of over 40 miles (over 26 hexes). Nevertheless, future weapons would shoot these partially unguided rockets ‘of the past’ out of the sky before they reached 6-7 miles downrange. The chassis of the original unit still exists but the payload has been modified to keep up.
» Archaic units that are passing through the same hex of other archaic armor or infantry may pass through without overrun combat if they do not end up in that same hex. The occupying unit may choose to attack the other unit passing theough, but at  only1/2 strength (rounded down). If, however, the intruding unit passes through another enemy unit in a hex before it passed into this one, that ½ strength is now full strength (you scouted their position and are ready for them – good to have screening infantry and scout units surrounding your armor). A unit may move into another enemy's hex and initiate close quarter combat. The defending unit may attack first and it the attack is successful the attacking unit may fire back before being removed from play.


» Infantry is augmented and may move about 20 mph to 25 mph with newer technology robotics. Their logistics are carried by four legged ‘pack robots’ and can keep up with the grunt infantry. This type of infantry, however, is not protected from radiation, biological and chemical warfare. Nevertheless if the player is given one turn notice that one or all of these three types of attacks are being used in battle, he may prepare his infantry for these types of attacks but all his infantry fight at one less strength than before (all that protection is hard to fight in!).
» Now each augmented infantry unit can jump jet recklessly into combat, throwing everything at their opponent but sacrificing 1 defense (anything hitting them destroys the whole unit), 1 attack but gaining 1 movement. This makes them not as useless as once thought. For 2 VP you can purchase a 3/1 company of augmented infantry while for 4 vp you can purchase a 2/2 of power suited 'clamshell' infantry. Both attack at 2 when the augmented infantry sacrifice 1 DEF and 1 ATT but the augmented infantry are more easily destroyed once they get there if they miss.
» Just like militia, but way better equipped, they are exposed to the elements to a certain degree (more than power suited armor, let me tell you!) When attacked, a DIS and X result on the CRT just reduces the unit by one 1/1 augmented infantry unit and the rest are subjected to spillover fire (DIS=NE and X=DIS  for each other 1/1 squad in the unit).
» If non-power suited infantry are in an armored APC they are protected from nuclear, biological and chemical warfare as well as the chance of becoming 'shaken' in combat - as long as they stay within the APC. All archaic augmented infantry may attack FROM the APC but at one reduced strength. The archaic APCs of the past also so not have to stop at streams and may treat water up to hex of the coast as clear terrain (they float).
Tell me what you think. I did a game with archaic armor in it with a FEW modern units (1 GEV, 1 HVY TNK and a 2/2 of power armored infantry).
» The Cobb point system actually made it a close game on the beautiful OGRE/GEV S-2 map. I pretended that the Cameroon oil fields were under attack with archaic armor and the other side responded in like kind. The fields were taken, but not without many armor hulks littering the battlefield.
» The future units were taken out almost immediately as they were the greatest threat. Of course, the GEV was swarmed by several Harriers. If you want the stats of the Harriers, IM me - I would be happy to provide them. You see, in places where archaic armor is the norm, aircraft and helicopters are still lethal.

Make your game interesting if you are using reinforcement tables...

Instead of just receiving 24 vp worth 
of reinforcements every turn...
To be made into cards
1. Hole in their ECCM defenses! Enemy rolls the dice at -1 on the CRT twice on his turn, you choose which dice rolls.
2. Spy Satellite! You roll on the CRT at +1 twice, you choose which dice rolls or you can negate the "Black Horse" OGRE stealth ECCM for two attacks on it with any two units within range.
3. Spy placed EMP! Disable up to three of their armored units with less than 5 defense within a 3 hex radius for one turn within 8 to 12 hexes of their command post. If you use this on infantry then remove three infantry in that 3 hex radius.
4. Stealthily placed mines! Mine in 3 unoccupied hexes, from 8 to 12 hexes away from your or their Command Post, with either an AP mine or anti-armor mine.
5. Holographic drones! Put up to six units that count up to 24vp that don't exist on the board as "reinforcements". They remain on the board until attacked and destroyed as a result without a CRT roll. The holographic units cannot attack but can go into terrain originally forbidden by the unit it emulated (the drone hovers). You don't need to reveal this card until one of the deceptions are destroyed.
6. Forest path found! You may travel through forest with up to 5 GEVs this turn without any terrain penalties as long as each GEV moves in a straight line through the forest and all take the same path. This also applies to the second movement phase at which the GEVs all may switch direction for up to 3 hexes on the same path in that second phase of movement.
7. Disgruntled utility workers bribed! Destroy up to 2 road hexes or 1 railroad hex within 8 to 12 hexes of your or their Command Post.
8. Shallow swamp or weak obstacles! Un-stick up to three units (except OGREs) from swamp, rubble, forest or town hexes.
9. Sabotage! Up to two enemy howitzers or two enemy missile lobbing units fire duds this turn with an attack of zero. If the OGRE fires more than 2 missiles, 2 of them are duds and attack the targeted unit with two 0 attacks. You may present this card upon 'impact' of the missile or artillery shell (and watch their face).
10. Surprise attack! During one overrun with less than 10 units involved (both yours and theirs) you attack first but with no double attack modifier. Subsequent attacks after they have counterattacked are still double attack though.
11. Double Agent! Negate one of your enemies special abilities above.
11 down, 25 more ideas to go...
Author's note:
I will come up with more cards soon if I do indeed want to make this into a card set. I think I will make up to 36 unique advantages worth 24 vp. So far I think all the advantages above are worth 24 vps. 
I am open to suggestions if you have any...

Monday, November 28, 2011

GEV mine layers and the mines they lay...

I was thinking one day and I thought that the mine system needed an overhaul. The mines I am referring to are in another post but here are the professional counters made for the OGRE/GEV game.
As you can see, the nuclear mine is size three. This reflects on the fact that it takes up as much room as a 3/3 power suit infantry company (3/1 size infantry unit). Both the anti-personal and anti-armor mine field packs take up as much room as a 1/1 power suit infantry (which is reflected in their both one size).
Also note that there is a small box in the unit symbol. This symbolizes a unit that carries mines or the unit is a mine itself.

Looking at the symbol and the mine itself the symbolism is apparent.
Also you might see the acronym A.O.E. and yes it means just as it does in World of Warcraft. All units in that hex are effected by the 50% chance to be hit by the nuclear blast this stealthy mine puts out.
Also you might also see that the Mine Layer can carry power suited infantry or mines, but not both at the same time (the equipment and setups are completely different).

Sunday, November 27, 2011

The Ranger suit Mark 1 (Previously listed Ranger Power Suit)
1att, 1rng, D1, M3 (INF move mode) size1 4vp
»» The Ranger Suit was tested and failed combat trials in 2075-2077.
»» This particular Ranger Suit could be considered a white herring, a failed project that was tested in battle only seven times.
The problem I see with this ranger suit is that for 3vp a light tank can take over it's job with it's 2 attack and 2 range, despite the limitations of the light tank chassis. I can say the same with the Light GEV - with it's superior movement, despite it's terrain limitations.

Enter the Ranger Mark 2 suit.


»» After the failure of combat trials of the Mark 1 Ranger power suit, the Mark 2 was in it's designing phase. Once it entered battle in 2081 it was just in time for the some odd 88 ceasefires that sweapt accross the globe. The military used this ranger power suit as a way to probe the enemy lines and find reasons to start up hostilities again based on the suits ability to collect and colliate information (as well as it's ability to survive the trip back under stealth). 
»» Deployed in limited numbers, the Power Suit Ranger Suit Mark 2 filled in a few niches no other unit could. One drawback to all the capabilities it possessed is it's size not to mention it's expense in resources to build. It weighs in at 2,300 pounds loaded and takes up 10.5 cubic feet. This is roughly 50% larger than a normal battle suit. Nevertheless with active camouflage on it can be veritably transparent to passive visual, UV and IR sensors. Only up to ranges of 500m-600m can a thorough and high power active laz-scan or high power radar sweep pick up the suit's presence with about 20 meters of precision. The suit skin is ablative radar-absorbing LCD cells that can mimic pixelated images behind it at over 90 frames a second. Only high level targeting lasers overwhelm it's ability to adapt to the visual spectrum, leaving a wide red spot or wide line on or across the suit for several minutes before the cells reset and work again.
Thus, it takes up 1.5 infantry room (INF, ENG INF and MAR INF take up 1) in a infantry carrying vehicle. A GEV/PC can only carry two of these Ranger Suits and Hover trucks only one.
Power Suit Ranger Company (27 infantry power suits)
3att, 1rng, D3, M2 in INF movement mode, M2/2 in extended jump jet flight mode but attacks at 2 and defends at 2 until it's next turn, INF move mode but ignores terrain in extended jump jet mode, size3, 18vp
»» 18 Ranger infantry power suits commanded by 1st lieutenants, 7 commanded by 2nd lieutenants, one commanded by a Major and the whole company led by a lieutenants colonel (rank 5).
Power Suit Ranger Platoon (9 infantry power suits)
2att, 1rng, D2, M2 in INF movement mode, M2/2 in extended jump jet flight mode but attacks at 1 and defends at 1 until it's next turn, INF move mode but ignores terrain in extended jump jet mode, size2, 12vp
»» 5 Ranger infantry power suits commanded by 1st lieutenants, commanded by 2nd lieutenants and one commanded by a Major.
Power Suit Ranger Squad (3 infantry power suits)
1/1 D1, M2 in INF movement mode, Cannot attack and has an effective defense of zero (anything with an attack of 1 will destroy it automatically if in range) until it's next turn if it chooses extended jump jet flight mode of M2/2 this turn, size1, 6vp
»» 2 Ranger infantry power suits commanded by 1st lieutenants and one commanded by a Captain.
Just as GEVs, the Ranger power suit cannot attack in it's second phase of movement. Unlike GEVs it can ignore all terrain underneath it except cliffs. Going down costs the Ranger power suit nothing in terms of movement. However, it has to use 1 movement point of jump jet movement for every 6 levels of cliff terrain risen over. It may use it's second movement to rise over cliffs up to 24 levels tall (that's up to 430 feet!).
When attacking a Power Suit Ranger Suit, just as the 'Black Horse' OGRE (or Ninja as it's slagly called), roll on the CRT and remove one from the dice rolled. This reflects the cutting edge E.C.M. and E.C.C.M. suite that makes this Power Suit Ranger Suit so expensive. Unlike the 'Black Horse' (or Ninja Cybertank) this suit has active camouflage and is much smaller so it keeps this capability even in overrun situations.
»» The assault was going as planned, Turner 1,2,7 and 3 Heavy Tank units reported to the leader entering a space known to have enemy infantry. They need to take this town and 5 Heavy Tanks can take an urban area defended by only about three dozen power suited infantry! Then when they thought they had a fix one of the infantry suits they saw that it was about 50% larger than a regular suit just as it apparently blinked off visual and EM passive sensors. After recieving heavy fire to Turn 2 and 7 from apparently no where, all five heavys let loose their armament with only one apparent hit to something that blinked back into the visual and infrared spectrum. What was left of the left side of this armored suit looked to be a larger version of the infantry power suit. Nevertheless, metal covered human arms seemed to have sprouted beneath the larger arms above it as the surface of the suit seems to shimmer from invisible to visible even after being blasted in half. The anger of the other Rangers have been incensed and many more heavy tanks meet their demise to accurate and deadly fire from the best soldiers that could be found to occupy these armor specials.
They have two additional features. 
1. They can extend their range by one with line of sight only to their target if they do not move for nor fire for an entire turn. They are recon and raider unit and not constructed to be on the front lines.
2. The second feature is that they can spot for any other modern military vehicle or power suited infantry unit if the target is in line of sight and up to two hexes away. The Friendly unit it is spotting for must be up to two hexes away and gives the friendly unit a +50% to it's range (rounded down).
Just as any other power suited infantry they can move into water but at a -1 movement, cannot use their E.C.M./E.C.C.M. package (the -1 to the CRT), their extended jump jet flight mode while underwater, spotting ability nor their extended range ability.


»» Power Suit Ranger Suits take the same amount of space as a regular power suit even though they about 800 pounds heavier due to their extensive ECM/ECCM package, extended jump jet package and other top secret stealth features.
»» Only the best of the best of the best are allowed to inhabit the powered Ranger suit and the rank normally seen in one of these suits are of rank 3 and 4 (a majority of 1st and 2nd Lieutenants with a Captain as squad leader, a Major as Platoon leader and Lieutenants Colonel as Company leaders). In the vernacular of infantry power suit infantry slang, Captains are called 'Capps' or 'Reapers' on a squad level in the Combine military. Things get very much more formal the higher up in Ranger battle suits that join the unit. Their SLICS system can only handle up to 27 Ranger battlesuits on a Company level but their advanced weaponry and superior ECM/ECCM electronics more than makes up for their limited numbers.


Author's note:
»» I put a lot of thought as well as play testing into this unit and found it to be very useful in limited numbers. They can discourage a player from choosing a 1/4 of the board for an all out assault since these ranger power suited armored suits can take advantage of terrain defense and have the CRT modifier. These combinations make them VERY hard to kill. I know spending 18vp on a 3/1 Company of this infantry unit seems a bit expensive but in the right hands this unit can command a good portion of the map and tie it down real estate as well as augment the ability of shorter ranged units.
»»» Toltrin, Lieutenants Colonel of the 359th Ranger Company based in Portland, Oregon.


Thought I would share my OGRE/GEV overrun mat play aid.

I thought this up when I realized that overruns in OGRE/GEV are actually sort of complicated.
If you want a full size version from visio pro, leave a message with your email.
I made it full size do you can click on it and print it out. It's very useful!

Finally a simple ruleset for mine fields!

Finally a simple rule-set for mines.
Anti-Personnel Mine Field
3 att (AP only), 1 def, 0 rng, 1 vp
-Attacks infantry only one time then is discarded.
-There is a 50% of setting it off for any infantry unit entering the mine field (roll for each combined infantry unit). Non-power suited infantry (augmented infantry, militia, civilians) in the hex or on the road have a 1 in 6 change of survival. The mine field attacks every infantry unit in the hex once set off then is discarded from play.
-Weighs as much as a 1/1 INF for carrying purposes.
Anti-Armor Mine Field
3 att (anti-armor only), 1 def, 0 rng, 1 vp
-Attacks armor only one time then is discarded. There is a 50% of setting it off for any unit entering the mine field (roll for each armored unit). The mine field attacks every armored unit in the hex once set off then is discarded from play.
-Any defense 0 vehicles in the hex or on the road have a 1 in 6 chance of not being destroyed.
-Weighs as much as a 1/1 INF for carrying purposes.
Nuclear Mine
6 att, 1 def, 0 rng (1 rng for non-power suited infantry at 3 att and 3:1 for 0 def units), 3 vp
-Attacks all units in one hex one time then is discarded. All non-power suited infantry have a 1 in 6 chance of immediate destruction (roll for each combined squad). The nuclear mine may be placed on a bridge, road, underwater or in any terrain hex. If placed underwater, any OGRE or enemy (or friendly unit for that matter) take 6 damage to every part of damage that has a defense factor on that unit. Roll 50% for each unit to see if the entire unit is missed by the blast (out of range in other words).
-Weighs as much as a 3/3 INF
NEW UNIT!
Mine Layer GEV
0/0 (no weapons), D1, M3/2 (as GEV), 6 vp
If carrying no mines it can carry up to 3 power suited infantry. If carrying mines it can carry a mixture of 5 mines, either Anti-Personnel or Anti-Armor or it can carry a single nuclear mine and no other types of mines or combat effective infantry. The specialist non-combat power suited mine laying infantry and specialist drones take up the other 2 spaces but I am NOT going to make counter for them as they, or all intents and purposes, part of the mine laying GEV unit). It takes 1 movement point (1st movement phase only) to lay one mine of any type, Anti-Personnel mine field, Anti-Armor mine field or a single hidden em-placed nuclear mine. However it takes a full turn (Four entire movement points) to lay a nuclear mine in one hex. ENG INF may assist you up to 3/3 ENG INF. This make is so you can use three movement points just after you have placed the nuclear mine. The ENG INF may not move or fire on the turn they are assisting you in placing it. You need not tell the opposing player what this unit is doing - just write down the hex number and what mine is present. When empty the Mine Laying GEV has a speed of M3/3 (as GEV).
Special Notes:
-If infantry unit is 'looking for mines' the first squad of 1/1 Infantry looking for a minefield in a hex has a 1 in 6 chance of discovering it (if it's even there). Engineer infantry 1/1 squads all add 2 to the dice up to 5 in 6. So, a 3/3 ENG INF can determine is a hex is mined in 1-5 on 1d6 but upon failure there is a 50% of setting off the whole field, attacking all infantry in it. The number of 1/1 regular infantry squads searching for mines in addition to the 1/1 squad already looking adds one to the dice roll up to 5 (near automatic discovery). As with the ENG INF, upon failure, there is a 50% of setting off the minefield, attacking every infantry in that hex. If the minefield is found and may be labeled and then attacked by another unit at that turn or later by the infantry unit that found the searching Infantry units may not attack and destroy it, they will have to wait until next turn (they are busy looking for mines). Maybe another unit close by can destroy the minefield for them.
-Laying mine fields tie up Infantry squads and make the opposing player cautious.
-No more than one minefield may be placed for every 6 VPs you have spent on your force.
-No more than one nuclear mine may be placed for every 12 VPs you have spent on your force.
-Forested areas add one defense to the minefield if there is an attempt is to destroy it after discovering it. Turning a forest to rubble automatically destroys a minefield, nuclear or not.
-Town areas add one defense to the minefield if there is an attempt is to destroy it. Turning a town to rubble automatically destroys a minefield, nuclear or not.
-You may mine a road but it takes twice as long and may only place one minefield on a road or bridge.
- You can place up to two minefields on one hex.
Overall...
- Anti-armor mine fields makes the enemy cautious using his armor around bridges, town hexes and strategic forested spots or areas between forests that GEVs love to funnel through...
I think these three types of minefields cover mines pretty well. It adds an element of risk 'jumping into' battle with the defending player (and even the defending player with a minelayer). Isn't OGRE/GEV a little like playing the odds and playing poker a bit - trying to bluff the other player with a hand they have not seen yet? We think that's what makes it fun!
Most importantly, what do you think?

Saturday, November 26, 2011

The world of the small game...

The world of the small

When everyone goes to sleep, fantastical creatures come out of the luminous netherspace and out of black space to battle once again for supremacy over neutral space here on earth. Only when an intelligent entity in the neutral world (a human) is conscious do these creatures blink back to their own existence of their respective netherworlds, both to the light worlds and to the dark worlds, in the blink of an eye. To humans their size is diminutive but their power is great. Every day objects we see around us are used as defense, offense and cover for these two warring factions.
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Races
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Lumens
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The Lumens are a race of creatures that have the power of flight but are delicate. They use matter around them to protect themselves against danger. Children and very spiritual people have witnessed their existence on very rare occasions and are seen as fairies and woodsfolk.
Strengths:
+ Lumens have a limited form of magic. Their abilities vary from Lumen to Lumen.
+ Lumens have a heightened agility to assist in evading in close combat and dodging ranged blows.
+ Lumens may summon lower neutral creatures to help them.
+ Lumens have limited flight ability.
+ Lumens have a heightened ability when it comes to range weapons.
+ Close proximity to other Lumens strengthens their abilities.
+ Lumens can heal other creatures to a limited degree, even neutral creatures.
+ Moderate cold do not bother Lumens to any great degree as they are part crystaline.
Weaknesses:
- Lumens are physically fragile and thus not as good at close combat as Cinderites.
- Lumens grow weak when no other Lumens are in close proximity to them
- Lumens grow weak when they are in shadow or darkness
- Lumens do not like closed spaces and are at a combat disadvantage in tight quarters.
- Lumens refuse to use poison of any type on their weapons as they find its use a dark art.
- Lumens are prone to weakness when in very warm to hot places.
Overview of Lumens:
Basically they are a race of winged creatures of light that seek to maintain balance in the natural (or neutral) world. They are sworn enemies of any creatures in intelligence that are enemies to the natural laws of the universe and seek darkness instead of light.
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Cinderites 
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The Cinderites are a race of loathsome creatures that seek only dominance over all life. They seek to take over normal space once the Lumens are out of the way. Some people have seen these creatures as they blink back to their dark laden worlds and deem them as “Will ‘O’ the wisps”.
Strengths:
+ Cinderites have expertise in armor of various types and have a natural resistance to magic to some forms of magic.
+ Cinderites use their cleverness and improvisation in the invention of mechanical horrors created from parts of the neutral world to do their bidding.
+ Compared to neutral creatures of the world and Lumens, they have increased health and stamina.
+ Cinderites have increased melee strength.
+ Darkness and shadows increase Cinderite’s strength, both ranged and melee.
+ Cinderites can apply organic substances to themselves to give them an edge in movement and agility.
+ Cinderites love to use poison on their weapons. Rarely do they find a poison that actually kills but they have many varieties that weaken and incapacitate.
+ Cinderites love to be in very warm to hot places as they are part fire.
Weaknesses:
- Cinderites are do not possess the patience nor serenity that magic with any sort of proficiency requires.
- Light, from whatever the source, weakens them in relation to the light’s strength.
- They have limited ability when using ranged weapons for their eyesight is not as sharp as a Lumen’s.
- Cinderites cannot fly unless by mechanical means or carried by a neutral creature against its will.
- Cinderites are weakened by the cold.
 - Neutral creatures have a natural dislike for Cinderites but Cinderites use organic compounds to control them for a limited time and in doing so the neutral creature they are controlling is weakened as a result while under it’s influence.
Overview of Cinderites:
These loathsome creatures are the product of darkness and void. Their netherspace consists of darkness, negativity and loneliness. They seek to make all life as they are and will stop at nothing until all light is dark and all positiveness is negativity. They are greedy, self serving little trollish creatures that are clever in their designs and use this to make machines to do their nefarious bidding. Many Lumens have tried to enlighten these creatures only to be met with betrayal, treachery and cruelty.
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Neutral Creatures
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The Neutral creatures of the Neutral world are insects, mammals, sea creatures and birds. They are more prone to help the benevolent and kind Lumens than the greedy and cruel Cinderites.
Birds, insects, small mammals, and plants all fall under this category. Lumens are good with neutral creatures (animals) and persuade them to help them. Cinderites find clever and cruel ways to control them and bend them to do their bidding. The relationships between Cinderites and neutral creatures are tenuous at best and quite unstable.
Humans: If a human awakes in the awareness vicinity of either Lumens and/or Cinderites, they are both bulled into their respective worlds, no matter the outcome other current conflict or interaction.

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Neutral Objects
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Everyday objects may be use by either race to seek to gain an advantage over the other. The goal of Lumens is to find a way to bar travel of Cinderites to the Neutral world. The goal of the Cinderites is the destruction of Lumens so they may attempt to take over the Neutral world. Their battle typically take place in places humans will not happen upon them and thus banish them both.
If a Lumen or Cinderite is about to be seen by a human, that individual is banished to their respective world for the rest of the encounter (game).
Both Lumens and Cinderites come in various shapes and sizes but all are about one inch tall.
One of the favorite weapons of a Lumen is to take a paperclip, a rubber band and a toothpick and make a ranged weapon out of this. This ‘bow’ has a strength of 2, a range of 12 inches and a re-fire rate of once every 3 seconds. A cinderite’s favorite weapon is the basic club, made from everyday wooden twigs to pencils, have a strength of 3, range of one inch (melee range) and can attack every 4 seconds or so.
Armor for Lumens and Cinderites are varied as each type of armor protects the wearer from different types of attack.
Lumens are favored to the ranged, precise and sharp types of weaponry. They are employ neutral creature to fight for them.
The Cinderites favor devious traps, poison and machines to do their dark bidding.
Space generally occupied by intelligent beings are prized among all other types of space on the neutral plane of existence. This is why both factions risk battles near sleeping intelligent beings. The intelligent beings makes the space in this area more valuable and powerful when spells are being cast or strengthening the vitality and stamina of beings of darkness.
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Author’s Note
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When I created this game I envisioned light and dark forces fighting for dominance in a bedroom, a backyard or any place near a human’s home. Both sides would employ their natural surrounding to try to get an edge over their enemies and the battle would include animals, mechanical contraptions made from everyday items and furniture used as terrain and cover. Making this into a game would be a challenge if one were to attempt to create a map to scale, make miniatures to match their respective races and countered to represent the state of the unit under attack or strengthened or weakened in some way. Then it occurred to me that a bedroom itself could be the battleground and inexpensive toys that look like dark or light creatures (Lumens or Cinderites) could be used and shadows and light places could also be employed to show where both races would be strongest.
Just imagine a war going on while you sleep between what can only be described as fairies and dark, loathsome trolls, each the size of a quarter!

Dave

Friday, November 25, 2011

Here is my updated counter set.

Click on the picture to download the large version of the picture. Contact me if you wish me to make you some counters. :)

Thursday, November 24, 2011

Fan made OGRE/GEV unit counters revealed!

I made these original size as well as 'thumbnails' above so that people can print them out and actually use them. If you print them out in high DPI you will get favorable results you can use on the normal OGRE/GEV hex gameboard. Have fun!

Tuesday, November 22, 2011

OGRE/GEV archaic armor!

Archaic armor and technology are left-overs of what we call today modern. In the battlefield of the future, less fortunate countries have to use the other super-power’s hand – me – downs.

There are a few simple rules that differ from OGRE/GEV when dealing with archaic armor (1995 – 2015)
Archaic armor is not effected by spillover fire from another archaic unit's fire. Archaic armor, when attacked with nuclear spillover fire, all take the full attack for every archaic armor unit in that hex. If a Heavy tank from the future attacks a hex with three main battle tanks in it (2/2 R2 M2), then all three tanks take the 4 attack and therefore three rolls are made to determine the fate of all three unfortunate archaic armor in that hex.
Infantry can be picked up by an APC from an adjacent hex, then dropped off in another hex adjacent hex, but the infantry may not attack, even if the enemy is within range.

Any unit, even 0/0 trucks and 1/1 light scout vehicles may pull artillery. It takes one full turn to set up the artillery and one 1/1 infantry must be left behind to operate the archaic artillery (hence, the truck being able to carry 1/1 infantry). An archaic artillery piece may fire at plus one range at the cost of one attacking factor. For instance, the average archaic artillery piece is 2/4. It may fire 5 hexes (7.5 miles) if it attacks at only 1 attack factor. The reason the ranges are so short for these archaic units is that the shells they fire are not archaic. Theoretically, these pieces could fire a shell over 20 miles (about 13-14 hexes) but the technology available to the opposing side could shoot that shell out the sky within the first few miles without maneuvering assistance technology. In fact there are modern rockets launchers (namely the American made M270 Multiple Launch Rocket System) can place rockets at near double that or conventional artillery of the 1995-2015 military era of over 40 miles (over 26 hexes). Nevertheless, future weapons would shoot these partially unguided rockets ‘of the past’ out of the sky before they reached 6-7 miles away. The chassis of the original unit still exists but the payload has been modified to keep up.

Units that are enemies may share the same hex if they traveling through. The occupying unit may choose to attack the other unit passing thought, but at 1/2 strength. If, however, the intruding unit passes through another enemy unit in a hex before it passed into this one, that ½ strength is now full strength (you scouted their position and are ready for them – good to have screening infantry and scout units surrounding your armor). A unit may move into another enemy's hex and initiate close quarter combat. The defending unit may attack first and it the attack is successful the attacking unit may fire back before being removed from play.

Infantry is augmented and may move about 20 mph to 25 mph with newer technology robotics. Their logistics are carried by four legged ‘pack robots’ and can keep up with the grunt infantry. This type of infantry, however, is not protected from radiation, biological and chemical warfare. Nevertheless if the player is given one turn notice that one or all of these three types of attacks are being used in battle, he may prepare his infantry for these types of attacks but all his infantry fight at one less strength than before (all that protection is hard to fight in!).
Non power suited infantry can be 'shaken' if a 1 is rolled when attacking any units of higher technology than archaic. A shaken unit of infantry (whether 3/1, 2/1 or 1/1) cannot move or fire for that entire turn. They may, however, engage in close quarter same hex combat. If non-power suited infantry are in an armored APC they are protected from nuclear, biological and chemical warfare as well as the chance of becoming 'shaken' in combat - as long as they stay within the APC. All archaic augmented infantry may attack FROM the APC but at one reduced strength. The archaic APCs of the past also are amphibious so not have to stop at streams and may treat water up to hex off the coast as clear terrain (they float). Augmented infantry may not combine fire from any other unit or infantry unit. They just don't have the electronics for it.

Monday, October 17, 2011

New Car Wars accessories and weapons.

Vehicular Grapple
8+ to hit. 9+ to hit vehicles with metal armor. Once hit, it connects by punching into the armor with explosive bolt driven claws (4 of them). If you hit a pedestrian, you would reel in a dead one.
Does 1d6+1 damage to plastic armor and 1 damage to metal armor (a '6' roll does 2 metal armor damage). Hooked up to 75 feet of cable (internally) you could reel in a target at about 5 mph/sec. Good for taking that car about to get away and reel him in!
One shot item.
3 DP, 1 space, $2500, 250 lbs. (200 lbs after firing).

36 barrel Metal Storm Vehicular System
MSVS, area, 7+ (each 'burst' must be rolled separately), 1d6-1, 1 DP
(fragile system), 1 space, 20 'bursts'(can all be fired in one phase, in
reality there are 180 rounds but are fired as independent nine-round
'bursts' for game purposes, thus a magazine of 20 'bursts'), $1260
($2100 loaded), 115 lbs (130 lbs loaded), $42/'burst', 0.75 lbs/'burst'.
The strength of the MSVS is the weight and volume. The ammunition is half the weight of normal machine gun ammunition since there is no casing to add weight. Since each round is packaged back to back
there is virtually no limit to it's firing rate as well.
The downside is that it cannot benefit from a magazine as other bored weapons can. Takes 5 rounds to reload a Metal Storm Machine Gun but the vehicle carrying it must not be in motion and the armor panels removed to access the system (no armor on the side where the Metal Storm Machine Gun is directed out of while reloading is being done). Removing one side of armor plating protecting the system takes about 15 minutes.
Due to the sheer number of projectiles spat out from this system, a targeting computer is 1 less effective with aiming it. A hi-res targeting computer will only give this system a +1 to hit. Tracer ammunition and a hi-res targeting computer do not give you a +2 to hit. You must take the tracer bonus or the computer bonus of +1.
Special Note: Anti-Personnel, Explosive, Tracer, Incendiary, High-Density ammunition is not available for this system. The MSVS ammunition is special ammunition.
This weapon system should be a reward for a mission or some role playing scenario where it's found in a military facility, as it's exceedingly rare to find.
Also the volume is reduced so it could be placed in lower division vehicles. The only drawback is that it does not benefit from targeting computers, is fragile and does not have as much punch as a machine gun. It cannot take exotic ammunition nor can it benefit from extra ammunition magazines as other bored weapons can.

Extra Light Machine Gun (9mm armor piercing) (prototype)
XLtMG 1d4 damage, area, 7+, 1d4, 1 DP, ½ space, 20 shots, $665 ($965 loaded), 80 lbs (116 lbs loaded), $15/shot, 1.8 lbs/shot. Cannot use any exotic ammunition.
This weapon opens up to possibilities for ½ space pop-up turrets!

Toltrin Electronix Electronic Dynamic Paint System
$2750, 0 spaces, 30 lbs, Vehicle is coated with a special paint that changes color within 2 seconds to any of one of the 16 million colors in the visible spectrum by running an special electrical current through it.
Once the armor on that side is completely destroyed, the paint system is no longer operative and must be completely replaced. No patterns or pictures may be displayed using this system. Cost reflects just one
point of plastic armor mixed in with the current plastic armor on all sides and may be reflective, fireproof, radar resistant and sloped as well. Uses up 1 Power Unit per use and must have a battery to operate
it if the vehicle has a gas powered engine. Developed by Toltrin labs in Portland, Oregon in 2050.

The Heavy Duty Mine Dropper (HDMD)
Developed by Totrin Industries, Portland, Oregon.
Dropped ¾" x¾" area, 2d6-2 damage to under and tires, 3 DP, 3 Spaces, $750, 175 lbs. CPS: $85, WPS: 8 lbs, 8 shots per magazine.
Circa 2036, the big brother to the Mine Dropper. Introduced to the Portland, Oregon autoduel Arenas in Oregon City first in 2036, it proved to be quit a surprise to 'Quick Draw' Oswego Mendez, the local 
ace as he drove over two patches of these destructive weapons. Next thing he knew it shredded his PR tires then his ego when his thin underbelly armor failed to protect the damage as it raged into his finely tuned T-Cat electric engine and took half of Oswego's right leg (his famous 'floor to the metal leg') with it. Steve Fitz, a relative unknown at the time but friend to Toltrin Industries, was the one who successively tested this weapon on 'Quick Draw' Oswego. Fitz took home a Division 15 trophy and 'Quick Draw' retired to Lower Washington with half his leg blown off. To this day they are actually still friends and Oswego holds no ill will to Fitz. Sometimes 'Quick Draw' Oswego runs gunner position with him on postal trips to Idaho for some extra cash.With the Heavy Duty Mine Dropper, you have less ammunition, and the rounds are experimental (and thus if two ones are rolled it means zero damage, in other words 0-10 damage) but the bang for the buck is a really good gamble.

The Super Heavy Chassis
+265% body price, allows 35% more weight to be carried than the standard chassis.
The Super Heavy Chassis requires 6 wheels, all the same type, if weight is in excess of 6700 lbs.
Since the Super Heavy Chassis is experimental, it is not usable yet with the Carbon-Aluminium frames, sloped armor, nor streamlining. It also reduces the handling of the vehicle by one if weight of the vehicle is in excess of 6700 lbs.
No wheel modifications nor any other type of HC modification (even skill) can overcome this Super Heavy Chassis handling handicap, sorry.
Introduced by Toltrin Metals in 2047, it is the heaviest chassis type to date for vehicles in the four ton weight range. This chassis is excellent for recent use as road block busters for convoys heading into Idaho from Oregon to relieve the food shortages there since 2035. The Super Heavy Chassis is rarely ever seen in the dueling area due to the benefits of the extra weight almost completely countered by the reduction in handling performance and high cost. Some, if not rarely, convoys employ the Super Heavy Chassis for vehicles in the rear position with metal/plastic armor and extra rear mounted weapons due to the weight advantages. Having four extra tires in the rear has it's advantages as well for the tail end charlie...

Plastic armor ejection system.
+10% cost of armor point (after all modifiers), +5% armor weight, no space.
The driver is able to discard any number of points from the vehicle. To dump the burning armor on a vehicle the driver must dump double the points in plastic armor of the burn modifier from the weapon that caused the fire. For instance he can to dump 8 points of plastic armor to 'put it' a burn modifier 4 fire. The 8 points of armor are a burning pile of plastic armor that is a D1 hazard any vehicle driving over it. For every 5 points of burning plastic (rounded down), it does 1 point of damage to any tire driven over it on a 1, 2 or 3 on 1d6 (same as debris). For every 5 points of burning armor, there is a ¼"x½" counter that burns for 1d6 turns. After that - it is removed, it got burned up! Any remainder armor is not presented, only in multiples of 5 is presented with a counter. Fireproof tires are immune to the burning damage.A vehicle with this system can effective dump any amount of or ALL the vehicle's armor and create quit a field of obstacles and debris at a great cost to defense.
Applicable to any armor side. If 10 points of plastic armor is ejected, burning or not, it creates an obstacle ½"x½" that is a D3 hazard to drive over. If burning, it still does only 1 point of damage per 5 points burning
plastic armor (2 burning damage to tires for 10 points). Fireproof tires are immune to the burning damage.
There is no system for ejecting metal armor yet since there really is no need. Junk droppers and drop spike plates do the job rather well!

Cryogun
$2650, 2 spaces, 550 lbs, 10 shots, CPS: 80, WPS:7 lbs, 75 foot
range (5 game inches & does not gain +4 bonus for under 15 away),
1d6-5 damage initially but the side of armor targeted is now weak for 1d6+2 phases.
An armor side weakened, and thus made more brittle,  by the Cryogun.
Plastic armor on the side targeted takes double damage from any weapon except any weapon that has a burn modifier or a burn duration. That side is said to have been 'cryo-frozen' and pedestrian weapons have full effect to that armor as well. A cryo-frozen metal armor point on the side effected is removed on a 5 or 6 instead of a 6 for the rolled phase duration. A cryo-frozen armor side is cryo-frozen for one less phase per fire duration of the weapon attacking it.
Say a flamethrower attacks a side that has been cryo-frozen and a 1d6+2 throw is a 5(+2)=7 phases. That side is now cryo-frozen for 3 phases less now since the flamethrower has a fire modifier of 4. A cryo-frozen side absorbs up to the fire modifier of fire damage of the attacking weapon per phase the armor is effected (cold counteracts the fire).
So pairing up a flamethrower up with a Cryogun is not a great idea. An already cryo-frozen armor side may be attacked again with the cryogun, doing normal 1d6-5 damage, but not adding more time to the cryo-freeze duration.

Friday, October 7, 2011

My thrown together Car Wars Arena


My handy angle measurer to see how far a car will ramp if they decide to take the high road...
25 degrees in case you were wondering.

I took some of my cooler cars and put them in the arena for show. This is to show that anywhere can be a Car Wars Arena! You can drill, glue on and modify the hot wheels cars - because they are cheaper than dirt now!
This is as easy as it is to make an arena. Take some boxes, put tape on the bottom of the cars to make it so they can't slide around and you are ready to duel! The White box was a 6 pack muffin box and the other box came from somewhere (I don't remember) but it's perfect as a building! You could even add junk to the arena. Let creativity be your guide!