nukesnipe | 02 Mar 2016 7:01 a.m. PST |
Just getting started with Dirtside. The only 6mm miniatures I have are for SJG Ogre. Are there any stats out there for these miniatures, or will I need to crunch them myself? Thanks! Scott Chisholm |
Covert Walrus | 02 Mar 2016 12:42 p.m. PST |
There's a few about – Andy Cowell will have some, and if not he''ll have a link. Problem is, a lot of the DS2 players had their sites on AOL and Geocities, so they are few and far between nowadays. However, you could certainly come up with your own stats for the OGRES themselves as the design suggestions for Oversized vehicles are in the rules. And most of the smaller vehicles, really, could use generic stats anyway :) |
nukesnipe | 02 Mar 2016 1:52 p.m. PST |
Thanks. I think I might crunch some numbers this weekend just for grins…. Regards, Scott Chisholm |
emckinney | 02 Mar 2016 2:55 p.m. PST |
If you find links to dead sites, go to archive.org and paste the URL into the Wayback Machine. |
Pattus Magnus | 04 Mar 2016 9:28 a.m. PST |
In DS2 "Boom" chits are about 1.5-2% of the chits pulled, and that makes catastrophic damage pretty common. One thing you may want to do is house-rule that "Boom" chits do not destroy an OGRE outright. If you are using the modular/oversized vehicles rules, perhaps rule that a "Boom" wrecks everything in that module. I found that without that house rule OGREs were wiped out too fast to really give the feel of the original (SJG) version. The "Boom" chits apply to regular vehicles as normal – they are meant to be popcorn anyway! Aside from that, I think DS2 does OGRE pretty well. |
nukesnipe | 05 Mar 2016 7:02 p.m. PST |
Pattus Magnus, Thanks for the insight. I'm still reading through the DS rules and have just completed the damage section. The BOOM chits did raise my eyebrows. Regards, Scott Chisholm |
Covert Walrus | 06 Mar 2016 1:11 p.m. PST |
The rules do cover BOOM results for Oversize vehicles – BOOM chits that take out a module are considered to reduce the vehicle's speed and (obviously) no systems in that module are functioning. It's similar to losing a track unit *plus* a weapon in the OGRE rules themselves. |
nukesnipe | 07 Mar 2016 7:35 a.m. PST |
Covert Walrus, I've been noodling about having BOOM chits allow the attacker to take out a weapon of his choice in addition to whatever damage the chits do. However, I have no experience with Dirtside…. How difficult is it to rack up enough chits to damage something with Armor 7? Regards, Scott Chisholm |
Covert Walrus | 14 Mar 2016 9:47 p.m. PST |
Scott, it depends on the weapon of course, but most guns above Class 5 ( Except HELs ) and the GMS/H *will* crack Armour 7 about half the time on a hit. The probability after Class 3 goes up, due to the number of chits drawn and the chance of getting high numbers in valid colors. I have seen a Class 2 weapon get a 7 score ( Red 4 and red 3 ) on a large building, but only once in about 4 years of regular DS2 play. |
Mad Mecha Guy | 17 Apr 2016 12:09 p.m. PST |
I have got copy of the ditrside FMA & Full Metal Ogre rules if anyone is interested. I copied them from website before it closed. |
Covert Walrus | 16 Apr 2017 3:18 p.m. PST |
Wonder if these would need additions for the new Microworld Superheavy tanks? That SHVY Artillery gun module for example. |