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
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.
- 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?