[Ogre] Optional Ogre tread damage rule

Henry J. Cobb hcobb at io.com
Wed Dec 22 15:47:32 CST 2004


"David Morse" <dcmorse at gmail.com> wrote:
> Example: An Ogre Mark V has lost 6 treads, leaving 14 treads between it
> and M2.  On a turn when it tries to move three hexes, roll a 20-sided
> die,

Non-cubic dice in Ogre?  Die Die Die, it's always six sides to the die.

> I suppose this 'orribly screws Ogres.

Yeah, how about this instead?

Take the number of threads in a movement block, divide by three and round up.

So Mark V: seven dice.
Mark III: five dice.
Mark I: 1 die.

Roll that many dice and add the remaining tread units and if you reach the
full amount needed you get that final move.

So a Mark V with 42 tread units needs to roll 18 or higher on seven dice
to move the third hex.

-- 
Henry J. Cobb
http://www.io.com/~hcobb/


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