Saturday, October 8, 2011

OGRETHULHU is here! RUN!!!!!!

Oh this thing, this evil beast.  
I have a love/hate relationship with this monster.  First, its fun to play or try to kill.  Second, its everything scary about an Ogre taken right up to 11.  It has eye lazers, grasping claws, swallowing mouths, regeneration and you have to kill it twice!  I have only ever beaten it once, and that was with a shitload of cruise missiles.

Enjoy, and thanks to Henry Cobb (imma big fan)

Points: 300

Ogrethulhu behaves as a standard Mark-V ogre in all cases not
addressed below.

Ogrethulhu's Eye: Ogrethulhu has grown a huge eye on a tower stalk whose
attack is the same as a laser turret (Attack strength two, no spillover,
LLOS, doubled once to attack strength four in overruns, etc.) but with a
range of sixty inches (30 hexes) and a defense of 3.  This eye sits on top of a tower of defense strength 6.  Destroying the tower destroys the eye as well.  The
eye can be regrown without regrowing the tower first, but the eye's range
is only 20 inches (10 hexes) whenever the tower is unavailable.

Ogrethulhu's Pods: Ogrethulhu has six pods of defense strength two
each on its flanks that have no direct attack but are used for
spawning and so help with regeneration.

Ogrethulhu's Claws: Ogrethulhu's two claws have an attack strength of
four, a range of eight inches and a defense strength of four each.  These
act exactly like main batteries except that they can attack at a longer
range and have special powers in overruns noted below.

Ogrethulhu's Tentacles: Ogrethulhu has Six tentacles growing from its
back.  Each has an attack strength of three, a range of six inches and
a defense of three.  These act exactly like secondary batteries except but with a longer range.

Ogrethulhu's Tongues: Ogrethulhu has twelve mouths along its sides from
which sticky tongues extend to gobble up infantry and other victims.  The
tongues work exactly like antipersonnel units and can only attack infantry
and D0 armor units but anything that is destroyed by a pure tongue attack
is considered to be eaten.  Each tongue has an attack strength of one, a
range of two inches and a defense strength of one.  In addition tongues can
shoot down cruise missiles that come within their range with a base roll of
12 each.  (AP guns ought to have this same AA ability to help balance Ogres
vs missiles.)

Ogrethulhu's Legs: Sixty units that work exactly like tread units (20 leg
units per hex of movement or 10 leg units per inch of movement), except
that they work better in swamp than treads do.  Ogrethulhu moves at half
speed in swamp but it is never stuck and all non ram attacks against
Ogrethulhu's Legs are at half strength (round down) while it is in a
swamp. (It is "legs down" in the swamp.)

Ogrethulhu is very hard to hurt and even harder to kill.  Due to its
unearthly nature ordinary attacks are very difficult to target against
it.  Units that are in different hexes or more than one inch apart on the
battlefield cannot combine their fire into a single attack on Ogrethulhu
other than a Critical Hit, because somehow the angles of fire do not line
up.  In addition for every attack against Ogrethulhu subtract one from the
roll and consult the normal CRT.  (So on a one to one attack, you need to
roll a 6 on the die to destroy the targeted system.)  The only way to
actually kill Ogrethulhu is to reduce it to negative 60 leg units.
Yes, it can go down to (and recover from) negative leg units, but it cannot
move until it has regrown all of these negative leg / life units and at
least one normal leg unit.  Blowing a cruise missile up on top of
Ogrethulhu can do sufficient "leg" damage to kill it.  (Especially if it's
within the crater radius.)

Note that unlike the Ninja's stealth, Ogrethulhu's defense bonus even
works against infantry overruns and shockwave attacks.

While it is at negative leg units Ogrethulhu can still choose whether
to regenerate guns or legs, but once it reaches minus 60 leg units it
is dead despite whatever else it may have.  Note that it is possible
to ram Ogrethulhu to death and its defense bonus does not help it
against ram attacks.

If you are using the Critical Hit rules then Ogrethulhu's defense
bonus is doubled against critical hits, giving it a total modifier
against critical hits of minus three.  (But a successful critical hit
does kill it.)

During overruns Ogrethulhu may ram exactly as an Ogre Mark-V but it's
claws have a special ability.  Each overrun fire phase each
undestroyed Claw may either fire normally (at doubled strength for
being in an overrun) or grab any manned armor unit and eat it.
(Survivors do not understand why their buddies just drove up to be
grabbed by the claws and the Spawn aren't talking, or at least they
don't say anything in any known human language.)  All of Ogrethulhu's
weapons do have doubled attack strength in overruns and all of its
weapons work in underwater overruns, but only against submerged
targets and only at normal strength (being doubled then halved).

If you are using the Ogre ram rules instead of the GEV overrun rules
then Ogrethulhu eats without cost any armor unit it "rams" as long as
it has a functioning claw and any infantry squads reduced by
Ogrethulhu entering their hex are added to its gut.

Place those units consumed by a tongue attack (for infantry and D0
units) or claw grab (for armor in an overrun) off board in a area
called "Ogrethulhu's gut".

Whenever Ogrethulhu enters a town hex roll one die.  If the roll is
less than or equal to the total of Ogrethulhu's undestroyed tongue
units plus two for each undestroyed claw (so the total to roll against
starts at 16) Ogrethulhu instantly eats that town hex and reduces it
to rubble, before resolving any overrun.  In addition to placing a
rubble counter on the hex, place another one in Ogrethulhu's gut to
trade in later for spawn.  Note that Ogrethulhu can't help eating town
hexes as it is always hungry.  (In minis this effects a two inch by
two inch square of town terrain each time.)

Finally, Ogrethulhu regrows destroyed parts.  At the start of each of it's
turns Ogrethulhu may indicate one damaged component to attempt to
regenerate, roll one die and if the number rolled is greater than or equal
to the defense strength of the targeted item it is repaired.  For Example,
a pod is regrown on a roll of 2 to 6. If rolling to regrow leg / life
units, just roll one die and if the total is three or more Ogrethulhu
recovers the amount rolled minus two in leg units.  (So on a roll of 5 it
recovers 3 leg units and on a roll of 1 it regrows none.)  Ogrethulhu can
never recover more of any item than its original undamaged state.

Roll an additional regeneration die for each pod that is about to
generate spawn this turn.  (So if all six pods are about to hatch,
Ogrethulhu could conceivably regenerate seven times in a single turn.)

Also at the start of each turn after its regeneration roll, Ogrethulhu
may start growing a Spawn Squad in each pod that isn't currently
destroyed or already busy growing a spawn from the previous turn.
Trade in two squads of eaten infantry from its gut for each Spawn
Squad started.  One rubble counter from an eaten town hex or six points of
eaten armor units may be substituted for an eaten infantry squad.  Note
that a howitzer counter counts as 12 points and so can substitute for two
squads of eaten infantry.  The nutritional value of trucks and command
posts varies with their point value in scenarios.  The pod will then finish
growing the squad at the start of Ogrethulhu's next turn if that pod is not
destroyed in the meantime.  This Spawn Squad will start stacked with
Ogrethulhu but can move independently on the turn that it is placed.  So if
given enough chow, Ogrethulhu can spawn off 6 squads every other turn, if
none of the pods are damaged.

2 Claws (Attack 4, Range 8", Defense 4)
6 Tentacles (Attack 3, Range 6", Defense 3)
6 Pods (Defense 2)
Eye (Attack 2, Range 60", Defense 3)
Tower (Defense 6)
12 Antipersonnel Tongues (Attack 1, Range 2", Defense 1, against inf and D0
0000 0000 0000

60 Leg Units: Move starts at 6"
00000 00000 (Movement drops to 5")
00000 00000 (Movement drops to 4")
00000 00000 (Movement drops to 3")
00000 00000 (Movement drops to 2")
00000 00000 (Movement drops to 1")
00000 00000 (Movement drops to 0)
60 Negative Leg / Life units (After removing all Leg units above.)
00000 00000 00000 00000
00000 00000 00000 00000
00000 00000 00000 00000 (Ogrethulhu dies)

Spawn Squad, Attack: 1, Range: 2", Defense: 1, Move: 6".

Note that spawn do not combine into larger units than squads.

Like Ogrethulhu subtract one from the die when attacking spawn.  D or
X results remove a spawn squad and they take spillover fire normally.

For example a GEV fires on a hex with three spawn in it.  The first spawn
takes a normal 2-1 attack and is killed on a roll of 3 or higher.  The
other two spawn take 1-1 spillover attacks and are killed on a roll of 6

Otherwise spawn are treated as ordinary marine infantry (something
aquatic about all those tentacles...) and have doubled attack strength
in overrun and are subject to AP fire, etc.

Optional Rule: Heavy Weapons Spawn.  At the cost of twice as much chow as
usual, Ogrethulhu may generate Heavy Weapons Spawn as the same rate as
normal spawn.  Heavy Weapons Spawn have the same attributes as normal spawn
except that each squad of Heavy Weapons Spawn gets a single attack 3 range
8" non-overrun attack.  Each squad of Heavy Weapons Spawn that contributes
to an overrun attack that destroys a missile tank or howitzer gets to rearm
its missile attack from the destroyed vehicle.

Henry J. Cobb

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