ADVANCED OGRE CONSTRUCTION FACILITY

 

I was constantly amazed at the new designs of OGREs that appeared, but was confused by the 'method' of creating these monsters.  Too many people just put a few extra guns, a new missile, and called the thing one Mark higher than the last one.   Certain formulas (close enough for government work) appeared in the initial designs, but most were never kept to, the current 'canon' or 'official' OGREs are a hodgepodge all over the board collection of rolling weapon systems.  I know there are formulas out there, but none of them really make me happy.  I figure that the bigger an OGRE is, the greater the Mark and that the more its chassis will carry.  Each new Mark was a 'guesstimate' of the upper capacity of the Awareness and the weapon load-out that it could carry.  Often even this guesstimate was found to fall short of the next generation's capabilities.  So each new Mark was not only pushing the performance envelope of the onboard artifint, but also of chassis design and system management.  Many times, Combine (and later Paneuropean) designers found that they had drastically underestimated the capacity of the integral awareness and that as the power of the onboard artifints grew, so did their capacity to handle larger and more powerful bodies (and subsequently larger and more powerful systems).  New Marks were often on the drawing boards before the last Mark was even finished with active field trials!

So you want to build a new OGRE?  No problem, here's a handy little guide to making OGREs fast and easy:

Combine OGRE naming conventions

The Combine built their OGREs on various chassis and flexible combat platforms, each of which had a different model name to distinguish them from one another.

UNIT MARK COMBINE DESIGNATED CLASS NAME
MARK I Heritage
MARK II Anthem
MARK III Prodigious
MARK IV Integrity
MARK V Adamant
MARK VI Vigilant
MARK VII Defiant
MARK VIII Vehement
MARK IX Inviolable
MARK X Indomitable

Four other classes were planned but never constructed past CADD renderings and basic template designs.  The Resolute was to be built on a modified Mark III chassis.  The Audacious built on a modified Mark V chassis, the Renown and Incessant classes were to be built on modified Mark VI chassis.  Very little is known of these four classes other than they were supposed to be much more 'stable' versions of their predecessors and to incorporate cutting edge / drawing board technology.  The collapse of the Combine removed any chance that these four 'X-Ogres' would ever see serious consideration.

Each OGRE, beginning with the Mark 1 and proceeding forward, starts out with 15 tread units, 1 main battery, 1 secondary battery, 2 tertiary batteries, and 4 AP batteries.

Each additional Mark adds 15 tread units, 1 secondary battery, and 2 AP batteries.

Every odd numbered Mark adds two more tertiary batteries.

For every two levels or Marks, one main battery is added.  Thus, a Mark III would have two main batteries, a Mark V would have three, a Mark VII would have four, etc.

Missile armament varied highly among the OGREs as PDS and electronics waxed and waned.  Some designers and military tacticians wanted heavy launch CLAWS, while others wanted the most amount of guns available and fewer missiles, reasoning that gun rounds were higher velocity and thus afforded enemy PDS systems less time to track and dispatch incoming rounds.   As such, the general consensus that was reached was to make the OGREs modular in design (at least the Combine cybertanks, Paneuropean designs were primitive and not very interchangeable between series or models).  This modular design allowed the space dedicated within the OGRE's hull to be equipped with plug in 'pallets' or cohesion modules.  With the advent of SCRIBOL, these pallets and modules, regardless of their configuration, integrated their operation seamlessly into that of the rest of the Awareness.  As the 'hooray' for TAC missiles waxed or waned, the size and type and delivery system of OGRE missiles also fell into or out of favor with the various design levels.  In periods of electronic superiority and on early years of the War, the big heavy missiles were carried.  As the technology to adapt these missiles to a more rapid fire delivery system, and the rest of the guts of an OGRE grew smaller, some room was freed up and an armored cavity was engineered to act as a missile storage cache.  Missiles, like any other weapon system, became smaller, lighter and quicker as time and technology marched on.  The "Rattler" missile of 2060 was a lot different looking than the "Rattler" missile of 2079 though both shared almost identical performance.   A pop up armored launcher or 'rack' was first seen on the Paneuropean designs of their "Fencer" tanks, and quickly copied by the Combine for their own Mark IV units.  The truth be known, the 'rack' was a Combine design that was having problems, the templates for the design were intentionally left intact at Sheffield when it fell, and the Paneuropeans 'found' the templates, improved on the design, did all the field trials, fielded a working example, and the Combine merely brewed up one of their CLAWS, and reverse engineered the working design into their own CLAWS.  The papers and files exist to prove this 'conspiracy' much to the chagrin of the Paneuropean military industrial sectors.

The addition of modular missile armament allowed the CLAWS to truly become heavy launch vehicles.  Their plug in sockets could accept component arrays of either disposable single shot missile launchers, pop up racks with dedicated rotary RAILS loading mechanisms, or smaller light TAC missile launchers.

Gun advocates found that they could remove any missile rack, launcher, or battery and its attendant ammunition cache and replace that unit with a modular secondary battery system which simply plugged in.  Some ALL GUN (Alpha Gamma class) OGREs were used in the Sahara Combat Zone when the Pans began to field their "Deaf Ear" jamming systems which were the portable equivalent of the massive and cumbersome Combine jam screen systems.  Until the "Hearing Aid" system was produced and fielded by Combine units, most OGREs went to pure gun models, hastily being stripped of their missile armament.  The techs were not happy in those days...

Early models of OGREs were not heavily missile armed, carrying a single missile launch system at most.  These light cybernetic platforms were incredibly fast raider type units making use of every traditional advantage that had been a traditional disadvantage to a human crewed vehicle.  Their cross country and rough terrain speeds as well as their ability to slew around or simply barrel over obstacles in their path would have severely punished a human crew, if not disabled them entirely in short order.   However, the Combine and the Paneuropeans did produce some missile armed Mark Is and Mark IIs.  The Nihons seemed to favor missile armed Mark Is and Mark IIs more than any other nation-state and their Ronin light cybertank carried only AP and missile armament.

At Mark III, two missiles and their launchers are added.   Each Mark thereafter may add an additional two missiles and their attendant launchers.   One missile and its launcher may be exchanged for a single missile rack and the internal storage capacity to carry 5 missiles at the builder's discretion.  As the Last War progressed, older OGREs were retrofitted with modular fast load missile racks and rotary internal missile storage caches.  One missile and its external box style launcher, or one recessed missile rack and 5 internal missiles in an armored rotary cache array may be exchanged for a single 3/4, D2 missile battery (the same type of launcher and munition as found on a standard missile tank).  The missile battery carries effectively 10 rounds of ammunition per battery, but fires the same type of missiles as the regular missile tank.

TERTIARY BATTERIES- I always felt that the OGREs were under armed.  That's right, under armed.  There was a very real drop in firepower from secondary batteries to anti-personnel batteries so I added the tertiary batteries as the smaller weapons systems, delivering near or above the level of firepower of most light tanks and GEV type vehicles but with slightly reduced range.  The Tertiary weapons fill the gap between the secondary batteries and the AP batteries, giving the OGREs more close range firepower and defensive capacity.  Like the AP batteries, the Tertiary batteries would represent a variety of devices and combat systems designed to give the massive OGREs a smoother transition through their weapon choices.  These weapons systems are used for close in work on light armor or in overrun attacks, their one hex of range enables OGREs to roll through massed groups of targets like a grinder or to conduct incredibly effective broadsides against stationary targets or slow moving targets.  Light skinned targets (convoys of trucks or other utility vehicles, buildings, GEVs, or anything with a defense strength of 2 or less) can be worked over, effectively freeing the bigger guns for the thicker skinned targets of opportunity.  Tertiary batteries are the 'fighting' batteries of the OGRE units, not the main guns, but rather the mainly used guns which tended to work over anything foolish enough to close distance with one of these mighty fighting machines.  The Tertiary batteries were effective against all targets.

Master List of OGRE Construction Templates

UNIT
MARK
PRIMARY
BATTERIES
SECONDARY BATTERIES TERTIARY BATTERIES ANTI-PERSONNEL BATTERIES * POP-UP MISSILE BATTERIES DISPOSABLE MISSILE LAUNCHERS POP-UP MISSILE
 RACKS
MISSILE STORAGE STRUCTURE POINTS TREADS MA
MARK I 1 (4/3, D4) 1 (3/2, D3) 2 (2/1, D2) 4 (1/1, D1) (1) (3/4, D2) (1) (6/5, D3) (1) (D4) (5) (6/5) 10 (D3) 15 (D1) 3
MARK II 1 (4/3, D4) 2 (3/2, D3) 2 (2/1, D2) 6  (1/1, D1) (1) (3/4, D2) (1) (6/5, D3) (1) (D4) (5) (6/5) 15 (D3) 30 (D1) 3
MARK III 2 (4/3, D4) 3 (3/2, D3) 4 (2/1, D2) 8  (1/1, D1) (2) (3/4, D2) (2) (6/5, D3) (2) (D4) (10) (6/5) 20 (D3) 45 (D1) 3
MARK IV 2 (4/3, D4) 4 (3/2, D3) 4 (2/1, D2) 10 (1/1, D1) (4) (3/4, D2) (4) (6/5, D3) (4) (D4) (20) (6/5) 25 (D3) 60 (D1) 3
MARK V 3 (4/3, D4) 5 (3/2, D3) 6 (2/1, D2) 12  (1/1, D1) (6) (3/4, D2) (6) (6/5, D3) (6) (D4) (30) (6/5) 30 (D3) 75 (D1) 3
MARK VI 3 (4/3, D4) 6 (3/2, D3) 6 (2/1, D2) 14  (1/1, D1) (8) (3/4, D2) (8) (6/5, D3) (8) (D4) (40) (6/5) 35 (D3) 90 (D1) 3
MARK VII 4 (4/3, D4) 7 (3/2, D3) 8 (2/1, D2) 16  (1/1, D1) (10) (3/4, D2) (10) (6/5, D3) (10) (D4) (50) (6/5) 40 (D3) 105 (D1) 2
MARK VIII 4 (4/3, D4) 8 (3/2, D3) 8 (2/1, D2) 18 (1/1, D1) (12) (3/4, D2) (12) (6/5, D3) (12) (D4) (60) (6/5) 45 (D3) 120 (D1) 2
MARK IX 5 (4/3, D4) 9 (3/2, D3) 10 (2/1, D2) 20 (1/1, D1) (14) (3/4, D2) (14) (6/5, D3) (14) (D4) (70) (6/5) 50 (D3) 135 (D1) 2
MARK X 6 (4/3, D4) 10 (3/2, D3) 10 (2/1, D2) 22  (1/1, D1) (16) (3/4, D2) (16) (6/5, D3) (16) (D4) (80) (6/5) 55 (D3) 150 (D1) 2

* 1/1 attack against infantry (all) and D0 units only.

Missile Storage- The listed number in parenthesis is the amount of regular (6/5) missiles that the OGRE may carry internally for use by its missile racks.  For (3/4) TAC missile storage, *double* the listed storage capacity.  One (6/5) missile may be traded for two (3/4) missiles and vice versa.

The storage capacity listed is for the much larger standard (6/5) heavy TAC missiles.  Thus if a Mark VII were to be equipped with 10 pop up missile batteries, it would actually have a storage capacity of 100 (3/4) TAC missiles, instead of the normal 50 (6/5) heavy TAC missiles.  It could fire ten (3/4) missiles per turn, or one per existing missile battery.

STRUCTURE POINTS- OGREs now have structure points.   An OGRE may lose its treads and weapons, but it is never truly destroyed until all the structure points are gone.  This was due to the expanded fact that it is the Awareness, not the weapons system, which is the greatest expense in producing a cyber logical autonomous weapons system, and the Awareness would be worth a lot both to the enemy (for research and interrogation) as well as to the friendly forces (who could simply put the Awareness back into another weapons platform and probably have it back in the field, with all its memory and learned experience, within a few days).  As such, while all the weapons and the mobility may be destroyed, the Awareness is only destroyed when all of the structure points are destroyed.  This is due to the fact that the Awareness is nestled in the deepest armor belts and component armor shells of the chassis, with dedicated backup power feeds and batteries.  Even without the massive nuclear reactor(s) on-line, at minimal levels of operation ('awake'), the Awareness can remain in a fugue state inside its survival center.   The core of the Awareness can be saved off to dedicated hard storage units and then removed by friendly technicians to be reloaded into another Awareness array.  Until the last structure point is destroyed, the Awareness is fully intact and the OGRE cannot be considered a 'loss' for any victory conditions.  Victory points may be assigned on the basis that the Awareness would count for half if not two-thirds of the cost of the OGRE.  If friendly forces can recover the shattered OGRE, the Awareness can be salvaged.  An OGRE does not count for victory points for the enemy until the Awareness is destroyed.

Pure numbers (12) in parenthesis represents modular capacity.   Any amount up to that number may be carried, but at the sacrifice of the other two types of delivery systems.  Thus a Mark VII OGRE could carry 10 types of missile weapons systems.  This could be 10 disposable launchers (6/5, D3), or 10 missile batteries (3/4, D2), or 10 pop up missile launch racks each with a shared reserve cache of 5 missiles (total 50 missiles) which is all of one and none of the other.  Or any combination of weapons systems up to ten modules, for example, 4 disposable external missile packs (6/5), 2 pop up missile batteries with 20 missiles in storage (3/4), and 4 pop up racks with 20 missiles (6/5) in storage.

For switching out and Awareness load, the following weapons could be swapped on a ratio basis out of a chassis.  This also represents the critical operational 'load' on the Awareness with regards to operation.   Operating a main battery is four times more complicated than operating the much smaller AP batteries. To swap out a weapon, look at the weapon you have currently (left column) and go across the top to find out how many of the other types you get back or how many you have to trade in to get what you want.  I put missiles and main batteries as the same line due to their tactical effectiveness.   However, I think a disposable, on shot missile on a launcher should be less, working on this.  However, a unlimited ammo supply battery or a armored increased defense launcher with onboard missiles would about work out right.  The increased attack strength, range is not going to terribly off set the fact that the rack will get brewed up just as easily, and it has limited ammunition.  Thus, using the chart below, if you wanted to trade some AP for a another Main Battery, you would have to trade in four AP for one Main Battery.  Or you could trade one Main Battery and pick up four additional AP, or trade the Main Battery for two additional Secondary Batteries.

Core system
swap-out capacity
Primary Battery Secondary Battery Tertiary Battery Anti-Personnel Battery Modular Missile System
Primary Battery 1 2 3 4 1
Modular Missile System 1 2 3 4 1
Secondary Battery 1/2 1 2 3 1/2
Tertiary Battery 1/3 1/2 1 2 1/3
Anti-Personnel Battery 1/4 1/3 1/2 1 1/4

 

MOVEMENT ALLOWANCE (MA)- All OGREs start with a MA of M3, these are reduced by 1 movement point for every third of the treads destroyed.  Some OGREs, the raider units, had higher movement rates, such as M4.  Divide the tread units by four.  OGREs over Mark IV never had MAs higher than 3 (they were just too massive), and OGREs of Mark VII and above were limited to a MA of 2, but it took a LOT to stop them, or even slow them down as they were, quite literally, rolling fortresses.

OGREs of Mark VI and higher mass do NOT lose tread units when ramming armor units, buildings, etc.  They are simply built too heavy and their components are too tough to be damaged by something as insignificant as hitting a smaller armored vehicle or a comparatively weak man-made structure!

The Mark X was the biggest, heaviest OGRE ever produced by the Combine during the Last War though, as mentioned, even larger and greater OGREs were planned but never implemented.  It took three AIMs and two hyperfacs working together to produce this monster and only the New Quebec Industrialplex was capable of handling the massive templates and the associated materials and labor load required to assemble a Mark X unit.

Nothing can be swapped out for treads, you can't add more treads or trade them out for something else.  Sorry.  Treads remained the most stable form of movement for the OGRE series.  Several Combine Mark 1 OGREs were built on a low production segmented wheeled chassis but they were experimental urban combat units and were never deployed past the testing stages.  A ground effect system did reach the drawing board stage but even then the CADD systems returned a verdict that the OGRE was simply too big to be equipped with a conventional ground effect system.  However, the Combine did invent a chemical polymer spread that the treads were immersed in through an automated roller process that greatly increased their durability and protection from attack.  Blisterskin is available from 2070 onwards and can be applied in about one hour per Mark in size to any OGRE.  Blisterskin was an ablative polymer which raised the defense of the treads and reduced damage to them by fifty percent.

 

 

BACK