
OGRE NINJA
Updated February 8, 2005
OGRE NINJA
Points: 150
Of the many experimental cybertanks designed by the
empires of the 21st century, certainly the best known
was the
Combine's Ninja. It was by far the most successful
attempt at a "stealth" cybertank. How do you hide
something the
size of a small building? With lots of electronics.
The Ninja traded offensive armament for speed,
intelligence
(almost all were self-aware), and defensive
electronics and weaponry. Probably fewer than a
hundred were built; they
were expensive, and not cost-effective in every role.
But as sneaky raiders or tactical recon units, they
were
unmatched. Legends built up around the Ninja.
The Ninja carried a main battery and 2 secondary
batteries. It had a single missile rack and 4 internal
missiles;
2 more missiles were mounted externally. It had 8 AP
batteries. A Ninja starts with a move of 8" and 40
tread units.
Because of a Ninja's elaborate ECM, ECCM, extra point-
defense armament, etc., it's very hard to hit.
Subtract 1
from the die roll of any attack made against a Ninja
except by infantry in overruns.
1 Missile Rack (Defense 4)
0
4 (internal) Missiles (Attack 6, Range 10")
0000
2 (external) Missiles (Attack 6, Range 10", Defense 3)
00
1 Main Battery (Attack 4, Range 6", Defense 4)
0
2 Secondary Battery (Attack 3, Range 4", Defense 3)
00
8 Antipersonnel (Attack 1, Range 2", Defense 1)
0000 0000
40 Tread Units: Move starts at 8"
00000 (Movement drops to 7")
00000 (Movement drops to 6")
00000 (Movement drops to 5")
00000 (Movement drops to 4")
00000 (Movement drops to 3")
00000 (Movement drops to 2")
00000 (Movement drops to 1")
00000 (Movement drops to 0)
