Ogre Record Sheet
OGRE NINJA
Updated July 23, 2010
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)