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Copyright V 1986 by Origin Svitcrm, inc., HO Harvcv Road>
Manchester. NH, 03J03
Game Design by Steve Jackson
Original computer version (Apple II) designed & programmed by Steve JVIeuse
Ogre Intelligence designed & programmed by Dallas Snell
OGRE is a registered trademark of Steve Jackson Games, Incorporated. Alf
rights reserved.
The portions of the rules reproduced from the original game rules are
Copyright © J 9 77 by Steve Jackson Games, Incorporated and used by
permission.
i
ORICAL PERSPECTIVE
The tank-type vehicle, considered
obsolete by the end of the 20th
century, ruled the battlefields of
the 2 1 st
Several factors ted to the reappear-
ance of mechanized warfare- The
first was the development of biphase
carbide armor (BPC). Stronger than
any steel, it was also so light that
even an air-cushion vehicle could
carry several centimeters of protec-
tion. The equivalent of a megaton of
TNT was needed to breach even that
much BPC armor— which meant that,
in practice, nothing less than a tacti-
cal nuclear device was likely to be
effective.
Infantry, which had for a time
eclipsed the tank, declined in impor-
tance. Although an infantryman
could carry and direct a tactical nu-
clear missile, he had to be extensively
(and expensively! protected to survive
the nuclear battlefield. Thus, the
"powered suit" was developed. Four
cm of BPC, jet-equipped, it coufd
guard a man for about a week (in
increasing discomfort) from shrap-
nel, background radiation, and bio-
chem agents. However, the cost of
equipping infantry reduced their
value. They were stlli more flexible
and maneuverabJc than armor, and
now they were almost as fast— but
they were no longer cheaper.
Long-range nuclear missiles, which
had been expected to make a mock-
ery of "conventional" operations,
likewise declined in value as jamming
technology and laser counter-
measures improved. Without satellite
guidance, no missile could hit a less-
than-city-sized target at more than 30
km— and no combatant could keep a
spy satellite operational for over an
hour. Missiles big enough to carry
jam-proof guidance systems were
sitting ducks for the big laser batter-
ies—for, although lasers had proved
too temperamental and fragile for
battlefield use, they were fine as
permanent antiaircraft units.
Thus, the tank-type vehicle— fast,
heavily armed and armored, able to
break through enemy positions and
exploit disorganization— returned to
wide use. And once again, planners
fretted over priorities, More guns?
More armor? More speed? Increase
one, and lose on the others? Increase
all, and build fewer units?
Some interesting compromises
appeared. The 2 1 st-century infantry-
man, especially with the later " heavy
powered suit" was a tank in his own
right, at least by 20th-century stand-
ards. The armed hovercraft or
ground effect vehicle (GEV).
equipped with multi-leaf spring skirts
for broken ground, coufd attain
speeds of 1 20 kph on any decent
terrain, and 1 50 on desert or water-
Conventional tanks were slower but
tougher. All fired tactical nuclear
shells.
The ultimate development of the
tank-type weapon, though, was the
i
cybernetic attack vehicle. The origi-
nal tanks had terrorized unso-
phisticated infantry. The cybertanks
terrorized everyone, and with good
reason. They were bigger (up to 50
meters), faster (hovercraft models
proved too vulnerable, but atomic-
powered treads moved standard
units at 45 kph or better) and more
heavily armed (some had firepower
equal to an armor company). And
two to three meters of BPC armor
made them nearly unstoppable. What
made the cybertank horrifying,
though was its literal inhumanity. No
crew was carried; each unit was
wholly computer-controlled. Al-
though true mechanical Intelligence
had existed as early as 20 1 0, and
fully automated factories and military
installations were in wide use by the
middle of the century, the cybertanks
were the earliest independent mobile
units— the first true war "robots.''
Once the first cybertanks had
proved their worth, development was
rapid. The great war machines
aroused a terrified sort of fascina-
tion. Human warriors devoutly hoped
never to confront them, and pre-
ferred to keep a respectful distance-
like several kilometers— even from
friendly ones. They were just too big.
One fact, more than anything,
points up the feeling that developed
toward the cybertank. Unlike other
war vehicles, they were never called
"she." Friendly units of the speaker's
acquaintance were "he; M others were
"it." And the term "cybertank' 1 was
rarely used. People had another
name for the big war machines— one
drawn from the early Combine units
and. before that, from dark myth.
They called them Ogres . . .
THE GAME
OGRE is a game of mechanized
tank warfare set in the 2 1 st century
A cybernetic fighting unit—the
Ogre— has been sent to destroy the
opponent's strategic Command Post,
which is guarded by an armor battal-
ion. The Ogre's primary objective is
to destroy the Command Post; de-
struction of all other units is its
secondary objective. The armor
battalion has but one objective:
Defend the Command Post. To do
so, they must destroy the Ogre.
Making Choices. Choices are
made in OGRE through the use of
the pointer a black, triangular
object that can be moved around
with a mouse, joystick or keyboard.
Clicking. Some selections in
OGRE arc made by first moving the
pointer to the desired object or
option, then pressing and quickly
releasing the button. This is referred
to as clicking.
Dragging. Another method of
designating choices is by dragging.
Dragging is accomplished by placing
the pointer over the desired object
then pressing and holding the
button while moving the pointer to
another location. Releasing the but-
ton completes the drag.
Pulling down the Menu. In the
upper right comer of the screen are
two menus that can be pulled
down. The first ts titled 'Menu 1 and
the second is OSI". To pull down
either menu place the pointer over
the desired title and press and hold
the button. The selected menu title
will become highlighted and a list of
commands will appear beneath the
title. Releasing the button without
moving the pointer will cause the
menu to disappear.
W s^l.N.Mipir
Play a Gbme . .
Load a f i a i d .
Sbvb a F i h I d .
Load a Gang. .
Ed i t ths Field
Clear F t e k d . .
C l aar F ieces . .
Quit. .
I
<S Drap
Choosing Menu Commands.
Menu commands are chosen by
using the dragging technique.
Position the pointer over the selected
menu title and pull down the menu
by pressing the button. While hold-
ing the button down, drag the
pointer to the desired menu com-
mand. As the pointer moves through
the menu, each command is high-
lighted in turn. When the desired
command is highlighted, releasing
the button selects it. If you change
your mind about choosing a com-
mand, move the pointer off the
menu, or back up to the title, then
release the button. Nothing is cho-
sen unlessyou release the button
while one of the commands is
highlighted.
3
Load a Field.
Saue a F i e v d .
Load a Can e . »
Edit the Field
C [Ear Field. .
Quit.
2 s Dr
Using the keyboard, A mouse
(if available) or joystick is highly
recommended for playing OGRE.
OGRE can be played using the key-
board to move the pointer and to
simulate 'clicking' or pressing a
button, or it can be played entirely
with pointing', 'clicking" and drag-
ging' techniques using a mouse or
joystick. The instructions and exam-
ples In this manual refer to "pointing',
'clicking" and "dragging' without
reference to the various input de-
vices, See Keyboard Shortcuts on
the PLAYER REFERENCE CARD for
complete information on how to use
the keyboard to play OGRE.
Dimmed Commands. When
"Menu" is pulled down, some of the
commands are less distinct than
others. These less distinct commands
are referred to as dimmed. Dimmed
options are ones that cannot be used
at that time.
Dialogue Boxes, Whenever
additional information is required to
complete a command, a dialogue
box appears. Dialogue boxes usually
have special areas called buttons to
click, such as 'OK" or "Cancel". Some-
times they present further options
for selection. Dialogue boxes are
also used to warn you if you're about
to do something that is irreversible.
For an example of a dialogue box
with general information, select
'About Ogre' from the OSI' menu.
Clicking the 'OK' button removes the
dialogue box.
OGRE
by SteuE Me use
Ogre Intelligence
by Dallas 5ne i l
□ K
THE BATILEFIE1I
General. The defender's Com-
mand Post has been located in the
most defensible terrain available— a
battered stretch of land 22.5 kilome-
ters (14 miles) wide by 33 kilometers
(20.5 miles) long, bounded on three
sides by impassable swamp and on
the fourth by a very deep, wide river.
A map representing the standard
4
battlefield is displayed on your com-
puter screen, The map is divided into
hexes, each representing an area
1 500 meters (0-93 miles) across.
Viewing the map. Only half of
the map can be viewed at one time.
The map can be moved vertically by
clicking on one of the arrows posi-
tioned at the four corners of the
map. At the upper left and lower left
corners of the map are arrows with
horizontal bars at their tips. These
arrows are used to display the top or
bottom half of the map. Clicking on
arrows in the upper right and lower
right corners moves the map up or
down one hex at a time.
Craters. The battlefield is scarred
with craters from past nuclear deto-
nations. Craters are represented on
the map by solid circles, Nothing may
move into or over a crater. It is possi-
ble, however, to f ire across craters.
Rubble, The battlefield is further
obstructed by great piles of earth
and rubble. These piles of rubble are
represented on the map by solid
black lines along the edges of hexes.
Only the Ogre and infantry are capa-
ble of moving across this rubble.
Other armor units cannot cross. Any
unit can fire across rubble.
Areas. The standard battlefield is
divided into two basic areas. The
majority of the map (the top 1 6 rows
of hexes) is referred to as the "ob-
structed" area. This is the area con-
taining all of the craters and rubble.
The bottom 6 rows of hexes, free of
craters and rubble, are referred to as
the 'clear' area. Both the left-most
and right most column of hexes
contain only one crater These craters
are located in the 7th hex down from
the top. A line drawn between these
two crater hexes is referred to as the
"crater line". The obstructed area,
clear area, and crater line are re-
ferred to during initial deployment of
the defensive forces.
_ Obstructed
Area
_ Crater
Line
Clear
Area
THE COMBATANTS
The combatants are rated by COM-
BAT FACTORS, The main combat
factors are a weapon's ATTACK
STRENGTH. ATTACK RANGE and
DEFENSE STRENGTH. Attack
Strength reflects a weapons destruc-
tive power. The effective distance a
weapon can reach is its Attack
Range, and a unit's capability to
withstand an attack is referred to as
its Defense Strength. These factors
will be further expanded upon when
discussing combat.
I6RE
There are two types of Ogres, the
Mark III and the Mark V. The Ogre is
a cybertank. approximately 30 meters
in length, equipped with guns, mis-
siles, antipersonnel weapons and 3
meters of biphase carbide armor An
undamaged Ogre can travel at about
45 kph, i.e., 3 map hexes per turn.
The Ogre's goal is to destroy the
defender's Command Post and, if
possible, the entire defensive armor
battalion.
OGRE MARK III ATTRIBUTES
PART
QUANTITY
DEFENSE
STRENGTH
ATTACK
STRENGTH
ATTACK
RANGE
MISSILES
2
6
5
MAIN BATTERY
I
4
4
1
SECONDARY BAT.
4
3
3
2
ANTIPERSONNEL
8
1
1
1
TREADS
45
I
The Mark V is a larger, more
formidable version of the Mark III.
OGRE MARK V ATTRIBUT1
:s
PART
QUANTITY
DEFENSE
STRENGTH
ATTACK
STRENGTH
ATTACK
RANGE
MISSILES
f>
3
6
i
MAIN BATTERY
2
4
4
3
SECONDARY BAT.
b
3
3
2
ANTIPERSONNEL
12
1
1
TREADS
60
6
COMMAND PISI
ATTACK STRENGTH :
ATTACK RANGE ;
DEFENSE STRENGTH :
MOVEMENT :
This is the defender's strategic
communications center. The Com-
mand Post, once positioned, cannot
be moved. The Command Post is
incapable of attacking the Ogre, or
of defending itself. An attack from
any of the Ogre's weapons automati-
cally destroys the Command Post. At
times the Ogre will, with seeming
cruelty, elect to destroy a Command
Post, not quickly and mercifully with
one of its nuclear weapons, but
instead by crushing it and its inhabit-
ants beneath the cyber tank's massive
treads.
Armor units. There are four types
of defensive armor units: the heavy
tank, the missile tank the howitzer
and the Ground Effect Vehicle (GEV).
HEAVY TANK
ATTACK STRENGTH : 4
ATTACK RANGE : 2
DEFENSE STRENGTH : 3
MOVEMENT : 3
This is the defender s main battle
tank, A heavy tank is big, powerful
and heavily armored. Its speed is
such that it can keep pace with the
Ogre, except when maneuvering
around rubble. Unfortunately, a
heavy tank must get within 3 kilome-
ters (2 hexes) of the Ogre in order to
fire upon It This leaves the heavy
tank vulnerable to almost ail of the
Ogre's weapons, including the possi-
bility of being crushed beneath the
Ogre s treads.
MISSILE TANK
ATTACK STRENGTH : 3
ATTACK RANGE : 4
DEFENSE STRENGTH ; 2
MOVEMENT : 2
A missile tank is smaller and less
heavily armored than a heavy tank.
The broad, sturdy surface from
which the missile tank commander
fires long-range missiles sits atop a
7
set of wide crawler treads that move
the missile tank slowly across the
battlefield. The missile tank cannot
keep pace with the Ogre, thus requir-
ing the missife tank commander to
continually anticipate the Ogre s
movement in order to keep it within
range of his missiles. The missile
tank's saving grace is that it can fire
upon the Ogre from 6 kilometers
away [4 hexes), allowing It to pound
the Ogre while staying out of range
of most of the Ogre's weapons.
HOWITZER
ATTACK STRENGTH : 6
ATTACK RANGE : 8
DEFENSE STRENGTH : I
MOVEMENT !
The howitzer Is the defenders
hardest hitting and longest range
weapon. A howitzer can reach an
Ogre up to 12 kilometers away (8
hexes). This allows a howitzer to get
2 to 3 shots at an Ogre before the
Ogre can get within striking distance-
Howitzers are permanent installa-
tions and cost twice as much as any
other armor unit The fact that a
howitzer cannot move is its greatest
weakness. In addition, it Is all but
defenseless. The defenders must try
to buy a howitzer time with the mo-
bile armor units so that the howitzer
may wreak considerable damage
upon the Ogre.
6R0UI
ID EFFEGI
VEMI
ill (GEV)
ATTACK STRENGTH ; 2
ATTACK RANGE : 2
DEFENSE STRENGTH : 2
MOVEMENT : 4,3
Propelled by air-cushion suspen-
sion, the GEV is the defender's fast-
est moving vehicle. It can move more
than twice as fast as any other unit,
including the Ogre. GEVs move once
in the defender s regular Movement
Phase— and again, after firing, in the
GEV Movement Phase. The seasoned
GEV commander will swoop in close
enough to fire at the Ogre and then
dart away, just beyond reach of the
Ogre's weapons,
8
INFANTRY
ATTACK STRENGTH : 1,2 or 3
ATTACK RANGE : I
DEFENSE STRENGTH : l P 2 or 3
MOVEMENT : 2
Infantry travel in groups of one,
two or three squads (6-8 men to a
squad). Infantry are armed with con-
ventional and anti-tank weapons and
use powered battlesuits' to greatly
increase their mobility [allowing them
to cross rubble that stops other
armor units) and provide some pro-
tection from shrapnel and radiation.
Infantry cannot move as fast as a fully
functional Ogre, and a squad leader
will, if not careful, find his squad
falling behind the Ogre, unable to
reach it before the Command Post is
destroyed. Infantry must get within
1 500 meters ( I hex) of the Ogre in
order to fire at it. This makes them
extremely vulnerable to the Ogre's
antipersonnel weapons, as well as to
being overrun by the Ogre. Many
infantrymen swear the supposedly
emotionless Ogre derives great
pleasure from the feel of battlesuits
being crushed beneath its treads.
DEPLOYMENT
The defending player must deploy
forces in anticipation of attack.
Battlefield alterations and force
deployment are controlled in the
Field Editor. A detailed discussion of
the Field Editor can be found in 'The
Field Editor' section. To quickly get
started playing OGRE, use one of
the predesigned fields or battles,
Loading/Saving Fields. There
are five predesigned fields from
which the player may choose. In
addition to the five predesigned
fields, the player may save five fields
of original design (see Saving
Fields in The Field Editor section),
To load a field, select "Load a Field"
from the Menu,
VIII'/
P Lay a Cane . .
Save a t i e I d ■ »
Load a pane . .
Edit the field
Clear field..
Clear P Leces, ■
Quit. .
\ * Drop
9
A dialogue box will appear from
which one of the original or preset
fields can be selected For loading.
Click on the field of choice and then
click 'OK'. The selected field will be
loaded in and displayed.
Select a field tn inariJ
Field 1 O Preset 1
O Field E O Preset £
O Field B O Preset 1
O Field H o Preset 4
o Field 5 o Preset 5
Canes I
Loading/Saving Games. A
previously saved game can be loaded
at any time. If a battle is in progress
when another game is loaded, the
current game will be lost unless it Is
saved first. To load a game, select
"Load a Game'" from the Menu.
A dialogue box will appear from
which one of five saved games can
be selected. Select the desired game
and then click 'OK\ The selected
game will be loaded in and the battle
will proceed from where It was saved.
The current status of a battle can
be saved for continued play later. To
save the battle status, select "Save a
Came" from the Menu,
A dialogue box will appear, from
which one of five games can be
selected for saving. Select the de-
sired game and then click "OK 1 . The
game will be saved and play can
continue.
Alternate tactics for a given en-
counter can be explored by saving
the battle status prior to performing
the tactic in question. After the out-
come has been determined the
prior battle status can be loaded in,
allowing an alternate tactic to be
employed.
PLAY
Starting a Game, Once the
player chooses the field configura-
tion and weapon deployment, then
selecting "Play a Game' from the
Menu will start the actual battle.
Load a Field.
Saye a Field.
Lead a Gai-ie . .
Edit the Field
C l aar Field. .
C I ear P i eras , .
□ u i t . .
}J « Dr
\\ n nr
A dialogue box will appear asking
which battle option the player de-
sires. There are two battle scenarios:
Mark III or Mark V. Either scenario
can by played with two players or the
computer can control the Ogre.
Select the desired option and
click 'OK'.
10
Select a gane option:
Hk3 # Edtiputer Cgra
o Two-Player
tlkS O CaMPUter Ogre
O Two-Player
[lance i
EtK
If this is a continuation of a pre-
vious game a dialogue box will ask
whether to start a new Ogre or con-
tinue the game with the original
Ogre. Select the desired option and
click OK 1 .
■ Stirt nBM Ogre
< KlHP Diet Jgre
w
When starting a new game under
the two-player option, the player
controlling the Ogre must select one
of the hexes at the bottom of the
map as an entry point for the Ogre.
Click OK' on the dialogue box ask-
ing for an entry hex and then select
an entry hex by clicking on it. Once it
has entered, the Ogre can move two
more hexes.
entry hex.
ChnnsE an
far thE L . _
along the battoK rm
Most player options are locked out
at this point until an entry hex has
been selected for the Ogre. The map
can be moved in order to scan the
battlefield.
Changing Between One and
Two Player Games. It is possible
to change from a one-player game to
a two-player game and vice versa. To
do so, enter the Field Editor by se-
lecting Edit the Field' from the
Menu, during actual game play. Se-
lect "Play a Game" from the Menu-
When the battle option dialogue box
appears, select the desired scenario
and click "0K\ When the next dia-
logue box asks to start a new Ogre or
continue with the old one, select the
Keep old Ogre' option. This process
allows the battle to continue but with
someone (or something) etse control-
ling the Ogre.
This operates somewhat differently
when changing between Mark III and
Mark V scenarios. If Keep old Ogre'
is selected when changing between
Mark HE and Mark V scenarios then
the number of players will change
but the original Ogre type will be
maintained. If Start new Ogre" is
selected then the new Ogre type will
enter at the bottom of the map with
full weapons and no damage.
Game Phases, The Phase win-
dow near the top of the sidebar
displays the current phase of game
play
1 1
The first phase is the Ogre Entry'
phase which only occurs at the be-
ginning of a game.
During a player's turn, that player
may move any or afl of his units, and
fire with any or all of them. The
phase sequence is:
1) Ogre enters
2) Ogre moves
3) Ogre fires
(After the Ogre fires, afl armor
units disabled the previous turn
become active again,)
3) Defense moves
4) Defense fires
5) GEVs complete their move-
ment
The Sidebar. The sidebar is dif-
ferent while playing the game than
when in the Field Editor. The area
directly beneath the OGRE caption is
the Phase Window, which shows the
current phase of the game,
Directly below the Phase Window
is the Tactical Display. The Tactical
Display is used to show the various
attributes and conditions of the
pieces. Clicking on a piece will dis-
play that piece's attributes. In addi-
tion, the tactical window is used to
display messages in response to any
erroneous actions performed by the
player(s).
Beneath the Tactical Display are the
command buttons. Just as in the
Menu, if a button's text is dimmed
then the button is inactive. The
Range 1 and Done" buttons are always
present (although not always active).
During a Movement Phase the top
buttons are labeled Undo 1 and
'Group'. During an attack phase the
same top buttons are labeled 'Clear"
and Fire\ The buttons work as
follows:
Range Button. The "Range'
command is used to view a piece s
movement and attack range. To view
a piece's range, select the piece by
clicking on it: then cfick the 'Range'
button. Ail of the hexes within a
piece's movement value (disregard-
ing having to move around rubble)
are turned green. All of the hexes the
piece could potentially fire upon
(once again, disregarding having to
move around rubble) are turned
blue. Any piece that falls within this
umbrella' is highlighted. Clicking
anywhere on the screen will remove
the umbrella.
Done Button, The Done' button
is used to end a phase. If a player has
not moved or fired all of his pieces
when the "Done' button is pressed, a
dialogue box will require verification
from the player before proceeding to
the next game phase.
Undo Button. The Undo' button
im w W W Mil 1
:< h
DPP
12
allows any piece's move to be un-
done, or restarted at any time during
the Movement Phase. To undo a
move, select the desired piece by
clicking on it; then click the "Undo'
button. The piece will move back to
its original location. The 'Undo'
button remains dimmed unless a
piece that has moved is selected, If
the Ogre has rammed or overrun a
defender it can only be undone back
to the hex where the ram or overrun
occurred.
Clear Button, The "Undo' button
changes to the Clear' button during
an attack phase. The 'Clear' button is
used to deactivate weapons that have
been aimed at a target
Group/Split Button. Explana-
tion of this button is covered in
Grouping Infantry and Splitting
Infantry in the Movement section.
Fire Button, The 'Group/Split 1
button changes to the Fire' button
during an attack phase. Once weap-
ons have been aimed at a target,
clicking the Fire" button fires them.
MOVEMENT
Moving a Piece. To move a
piece, click on it, and while holding
the button down, drag the pointer to
another hex and release the button. If
an illegal move is attempted (i.e..
moving onto a crater, across rubble,
off the map, moving a piece that has
already moved, or moving a piece
farther than it canjyou will hear a
beep and a message informingyou
of your error will be in the Tactical
Display. Once a piece has moved at
all, it appears dimmed (green). This
alerts the player that any solid (black)
pieces have not moved yet. A piece
can move up to its maximum move-
ment value. It is not necessary to
move a piece at all if it is already well
located.
Ogre Movement- The Ogre's
movement depends on the number
of treads it still has intact. A Mark II)
starts with 45 treads; a Mark V with
60. When the Ogre's treads are re*
duced to 2 h their original total (30
for Mark ills and 40 for Mark Vs). the
Ogre's movement value is reduced
from 3 to 2. When the treads are
reduced to '/a their original total ( 1 5
for [Mark Ills and 20 for Mark Vs), the
Ogre can move only 1 hex per turn.
When the Ogre's treads are com-
pletely destroyed it can no longer
move, It can stiii attack anything
within range. Selecting the Ogre will
display the "Ogre Summary' in the
Tactical Display and will show the
Ogre's current movement value
as well as the number of treads
remaining.
Movement through Occupied
Hexes, in general, only one unit at a
time may occupy a hex. Any unit may
move through a hex occupied by a
friendly unit. When moving onto a
hex occupied by a friendly unit the
top piece will be highlighted. Click-
ing on this hex brings the bottom
piece to the top. One of these pieces
must be moved before any other
action can be taken. Attempting any
other action (except moving the map,
undoing, or moving one of the
stacked pieces) elicits a beep and the
message "Please move from full hex'.
Grouping Infantry. The maxi-
mum number of squads of Infantry
that can occupy a single hex Is three.
Two I -squad units may be grouped
into a 2-squad unit. Three 1 -squad
units, or a I -squad and a 2-squad unit
may be grouped into a single 3-
squad unit. To group two infantry
units, move them to the same hex
and click the "Croup" button,
WARNING: When two infan-
try units are grouped together
the newly merged unit wilt
have a remaining move value
equivalent to whichever of the
two original units has moved
the farthest* Also, grouping
infantry cannot be undone.
Example: an INF I uses its first
move to move onto an INF2
that hasn't moved at all. At this
point, the INF I has moved 1
hex and has 1 move remaining.
The INF2 has not moved at all
therefore, has 2 moves remain-
ing. If so desired, the INF I s
move can be undone at this
point. Clicking the 'Group' but-
ton combines the INF I and
INF2 into an INF3. The tactical
display will show a 3 squad
infantry unit that has moved I .
Also, the 'Undo' button will be
dimmed, indicating this piece
cannot be undone. The piece
can, however, be split.
Splitting Infantry. 2-squad or 3-
squad units may be split into two
infantry units. Whenever a 2- or 3-
squad infantry unit is selected, and is
not currently sharing a hex with
another piece, then the Group'
button will change to the Split' but-
ton. Clicking the "Split' button will
cause a I -squad infantry unit to be
spilt off and share the hex with the
remaining squad unit. The two new
infantry units will have the same
moved' status as the original unit.
(Example: If an INF2 is split after
having moved I hex, then the two
new INF I units will both have moved
f hex and can be undone back to the
same hex as the original 1NF2). The
'Split" button will immediately change
back to "Groups allowing the two
infantry units to be recombined if so
desired.
Ramming, An Ogre can damage
or destroy an armor unit by ramming
it. This is accomplished by moving
onto its hex.
Any immobile armor unit [i.e., a
howitzer or any unit that has been
disabled) is destroyed when rammed
by the Ogre. Any mobile armor unit
has a 50% chance of being disabled
and a 50% chance of being de-
I
4
stroyed when rammed, The Ogre,
however, pays a price. Ramming a
heavy tank, the Ogre loses 2 treads.
Ramming any other armor unit costs
the Ogre I tread.
An Ogre can completely destroy
the Command Post with a single ram
at no tread loss to itself.
If the Ogre disables a piece when
ramming it. then the Ogre will be
highlighted to indicate that a piece is
underneath it, If the Ogre has any
movement left it can ram the piece
again, thus destroying It. If the Ogre
moves off the disabled piece, the
piece will be dimmed (blue) as an
indication that it is disabled.
THE OGRE CAN ONLY RAM
TWICE IN ONE TURN.
Armor units may, In turn, ram the
Ogre. This ram, however, is sacrificial
and destroys the ramming armor
unit The Ogre loses I tread due to
this. This ploy is not recommended
except in dire emergencies,
WARNING: A Ram cannot be
undone. Therefore, any time a
piece moves onto an oppo-
nent's hex a dialogue box ap-
pears requesting verification of
the ram. Clicking 'OK' allows
the ram to proceed. Clicking
'Cancel' will abort the move.
Enter the eneny J s hsx?
This can't be undone.
Cancel GK
Overruns. Infantry are not
rammed by an Ogre, but overrun. If
an Ogre moves onto a hex occupied
by infantry, that infantry is reduced
by one squad if the Ogre has any
antipersonnel weapons left. If
the Ogre does not have any antiper-
sonnel weapons, the infantry is not
reduced. There are no limits on
overruns: the Ogre can overrun for
as many moves as it has. In addition,
overruns do not cause the Ogre any
damage.
An infantry unit may move onto a
hex occupied by an Ogre without any
immediate effects. The infantry will,
however, be reduced by one squad at
the beginning of the Ogre's Move-
ment Phase, providing the Ogre has
any antipersonnel weapons, without
the Ogre having to expend move-
ment points to do so.
WARNING: Overruns cannot
be undone. Therefore, any time
an Ogre moves onto a hex con-
taining infantry, a dialogue box
appears requesting verification
of the overrun. Clicking 'OK*
allows the overrun to proceed.
Clicking 'Cancel' will abort the
move*
GEV Double Movement. A
GEV may move twice per turn— once
(up to 4 hexes) during the defender's
Movement Phase, and again (up to 3
hexes] during the GEV Movement
Phase following the defender's attack
phase.
Ending Movement, To end the
Movement Phase, click the 'Done'
IS
button. If all of a player's pieces have
not been moved when the 'Done"
button is clicked, a dialogue box
appears requiring verification to end
the Movement Phase,
Bll pieces hayE not
Ga tn next turn?
Canes L
One-player Ogre Movement.
During the Ogre Movement Phase in
the one-player game, the pointer will
disappear while the Ogre is thinking
about where to move. When done,
the Ogre automatically moves. If the
Ogre rams a piece, the results will be
displayed in the sidebar. If the Ogre
destroys the piece, there may be
another pause while the Ogre con-
siders a different move.
COMBAT
A Combat Phase occurs after each
Movement Phase (except for CEV
second-phase movement]. During a
Combat Phase, the "Undo' and
Group/Split' buttons in the sidebar
change to 'Clear and 'Fire', respec-
tively. These buttons are dimmed
initially and remain so until weapons
have been aimed.
Weaponry. Most weapons are
heavy rapid-fire cannon using tactical
nuclear shells, capable of fire in any
direction, Each unit may apply its
attack strength once per turn. Each
intact Ogre weapon may apply its
attack strength once per turn, with
the following exceptions:
Antipersonnel. The Ogre s
antipersonnel weapons are effective
only against infantry and the Com-
mand Post. No infantry unit may be
attacked more than once per turn by
antipersonnel. When all antiperson-
nel weapons are gone, an Ogre can
no longer reduce an infantry unit's
strength by overrunning it.
Missiles, Each of the Ogre's
missiles are one-shot weapons. Once
fired (or destroyed before firing],
they are gone.
Ogre Attacks* An Ogre may
attack an enemy unit by dragging
from the Ogre s hex to the enemy
hex. If the Ogre has any unfired
weapons that can reach the enemy, a
dialogue box will appear offering the
available weapons- Weapons that
have been fired, destroyed, or are
out of range will be dimmed and
cannot be selected. Clicking on the
'I
6
desired weapon highlights it and
displays the weapon's attributes in
the sidebar Clicking on the up arrow
in the dialogue box will Increase the
number of the selected weapon to be
fired (up to the maximum number of
this type of weapon available]. Click-
ing the down arrow will decrease the
number.
At the very bottom of the sidebar
is a window displaying the probability
of killing the target with the selected
weapons. Any number and type of
weapons can be fired in combination
to increase this chance. The probabil-
ity of killing will not always be in-
creased by combining weapons. This
probability is derived from the ratio
of the total ATTACK STRENGTH of
the attacker(s) to the DEFENSE
STRENGTH of the target. Sometimes
the combined attack strengths are
not enough to reach the next highest
ratio. The following table contains
the probabilities for all the possible
ratios.
IE for example, the Ogre was firing
a main battery at an active missile
tank, the ratio would an attack
strength of 4 to a defense strength
of 2. This gives a 2-1 ratio, which
would give the Ogre a 50% probabil-
ity of destroying the missile tank (or
an 83% probability if the missile tank
were disabled). A more complete
discussion of this can be found at the
end of this manual
If Cancel' is clicked no weapons
are selected.
Once the desired weapon(s) have
been selected, clicking "OK 1 removes
the dialogue box. The kill percentage
remains displayed and the 'Clear" and
"Fire buttons become available.
Clicking the 'Clear" button clears the
selected weapon(s) and the current
target. Clicking the 'Fire' button fires
the selected weapon(s) at the chosen
Ratio of Attack Strength
Probability of Killing
Probability of Killing
to Defense Strength
an Active Piece
a Disabled Piece
less than I -2
0%
0%
17%
33 %
i-t
n%
67%
2-1
so%
83%
3-1
67%
100%
4-1
&3%
100%
greater than 4-1
100%
100%
17
target and the results of the attack
[hit miss or disabled) are displayed at
the bottom of the sidebar
Disabling. When the Ogre at-
tacks a defender It has an additional
chance to DISABLE that defender:
this is not reflected in the kill proba-
bility displayed at the bottom of the
sidebar A disabled piece will appear
dimmed (blue), and will not be able to
move or fire during the defenders
next turn. Due to the tremendous
strength of the Ogre's three-meter-
thick biphase carbide armor de-
fenders do not. unfortunately, have
any additional probability to disable
the Ogre. When a defender's shot
gets a result that would have been a
"disable' 1 on a normal unit, the side-
bar will display the result "Glanced".
This has no effect on the Ogre,
A "disable" result against infantry
is shown as "reduced", One squad of
infantry is destroyed whenever the
Ogre gets a "reduced". Any remain-
ing infantry squads in the unit are
capable of normal actions during the
defender's next turn.
One-Player Ogre Attacks.
During the Ogre Fire Phase in the
onef layer game, the Ogre will auto-
matically fire its weapons at the de
fenders. The selected target becomes
highlighted while the target's name
and the weapon the Ogre is using is
displayed. The Ogre then fires and
the results are displayed. The pauses
while the messages are displayed can
be changed (see PREFERENCES) and
can be bypassed by clicking or press-
ing a key.
Defender Attacks. A defender
attacks the Ogre by dragging from
the defender s hex to the Ogre s hex.
A dialogue box appears, permitting
the attacking unit to specify which of
the Ogre's remaining weapons or
treads to target. Those parts of the
Ogre that are destroyed will be
dimmed and cannot be selected,
When a particular weapon or treads
are selected, the probability of killing
(destroying) them is displayed at the
bottom of the sidebar Once the
desired target is chosen, click "OK 1
to exit the dialogue box, or click
Cancel' to abort the command.
Once a target has been selected,
other defender units can be aimed at
the Ogre by dragging from their hex
to the Ogre 1 s hex. Combining weap-
ons may increase the probability to
destroy the selected target (i.e. a
higher ratio of Attack Strength to
Defense Strength is reached). Click-
ing the Clear' button clears the
selected weapon (s| and the current
target. Clicking the Tire 1 button fires
the aimed unit(s) at the chosen target
and the results of the encounter (hit
or miss) are displayed at the bottom
of the sidebar
Select a target'
o V I 55 I LUS
6 Main BattE-iEG
O StfGCinriiiry Bates
o PntT -ForiDfini I
O Trssds
| Panqe I "j
18
As soon as a piece fires it will
appear dimmed (red) to indicate that
it has fired.
Attacking Treads, If the Ogre's
treads are targetted, the attack always
has a 33% probability of success.
With the exception of infantry, multi-
ple units cannot be combined against
treads. If the treads are hit, the num-
ber of treads destroyed is equal to
the attacker's Attack Strength.
Infantry Attacks. A 2-squad or
3-squad infantry unit Is treated as a
group of individual units when at-
tacking the Ogre's weapons. If the
defending player wishes to attack an
Ogre's weapon with all of the infantry
in a unit, the player must drag from
the infantry's hex to the Ogre's hex
once for each squad. Infantry also
have the ability to combine attacks
on the Ogre's treads. This does not
increase the 33% probability of
hitting, but it does allow more treads
to be damaged when a hit occurs.
This is the only situation where more
than one defending unit can target
the Ogre's treads at the same time.
mm m m
The game is over when: a) all de-
fending units are destroyed: b) the
Ogre escapes off the bottom of the
map; or c) all of the Ogre's weapons
and treads are lost.
Six formal levels of victory are
possible:
Complete Ogre Victory, The
Command Post and ail defending
units are destroyed.
Ogre Victory, The Command
Post is destroyed and the Ogre es-
capes from the bottom of the map.
Marginal Ogre Victory* The
Command Post is destroyed, but the
Ogre is destroyed (all of its weapons
and treads destroyed) before it can
escape.
Complete Defense Victory*
The Command Post is not destroyed
and the Ogre is destroyed and at
least 30 attack points (Mark III sce-
nario) or 50 attack points (Mark V
scenario) of the defensive force
survives.
Defense Victory* The Command
Post is not destroyed and the Ogre is
destroyed,
Marginal Defense Victory. The
Command Post is not destroyed but
the Ogre escapes,
Leaving the Map, The Ogre is
the only piece that may leave the
map. To do so it must be on the
bottom row of the map with at least
one move remaining. Clicking any-
where off the map, but not in a legal
19
command area (I.e., the command
buttons, menu bar or the map ar-
rows) wiJI produce a dialogue box
asking if the Ogre should leave the
map. If "OK' is selected, the battle
results are analyzed and the appro-
priate victory conditions are dis-
played in a final dialogue box.
The Field Editor lets the Post Com-
mander deploy the defensive forces
and alter the battlefield terrain. The
Field Editor is active when you start
OCRE. During a battle, the Field
Editor can be entered by selecting
"Edit the Field" from the Menu".
Creating/Clearing Rubble.
Clicking on allotted line at the edge
of a hex places a pile of rubble at that
location. Clicking on an already
existing pite of rubble (a solid line)
removes It.
Selecting Pieces. A window in
the sidebar on the left side of the
screen contains 1 hex shaped
pieces that can by selected by click-
ing on them. When selected, a piece
becomes highlighted.
Drop/Drag, Directly beneath the
selection window is the mode win-
dow. The two choices in the mode
window are Drop and Drag. The
mode is set by clicking on either of
the two choices.
r % Drop
o Drag
n
Clicking on a map hex while in the
Drop mode 'drops" the currently
selected piece onto that hex. Jf the
hex is occupied, the piece occupying
the hex is replaced with the selected
piece. If the hex is already occupied
by the currently selected piece, click-
ing on it removes it Pieces can also
be removed from the map by select-
ing the blank piece from the seiec-
20
tlon window and dropping it onto
occupied hexes,
The Drag mode is used to move
pieces about the map. To move a
piece, first select Drag from the
mode window. Position the pointer
over the desired piece and press the
button. Continue to hold the button
while moving the pointer to the
desired hex. When the desired hex Is
highlighted, release the button and
the piece moves from its original hex
to the new hex. Dragging a piece
onto an occupied hex removes the
piece from the occupied hex and
replaces it with the piece being
moved. Dragging from an empty hex
onto an occupied hex also removes
the piece.
Clear Field, The entire field can
be cleared of all rubble, craters and
pieces by selecting 'Clear Field' from
the Menu.
A dialogue box will ask for verifica-
tion before the action is performed.
OK to clear the field
□ f a L L p ieces and
rubb le?
Clear Pieces, The entire field can
be cleared of all pieces while leaving
the rubble and craters intact by se-
lecting 'Clear Pieces' from the Menu.
A dialogue box will ask for verifica-
tion before the action is performed.
DK tq clear only the
pieces erf the Field?
CancE i
Setup* All defender setups re-
quire a command post (usually
placed somewhere on the highest
row of hexes). The defender's initial
force depends on the type of Ogre
that will be attacking. If the attacker
is a Mark Ml. the defender gets 1 2
armor units and 20 squads of infan-
try. If the attacker is a Mark V, the
defender gets 20 armor units and 30
squads of infantry.
When requisitioning armor units,
bear in mind that a single howitzer
costs twice as much as any other
armor unit. This means that if only
twelve armor units are available, the
maximum number of howitzers that
can be used Is six.
The bottom of the sidebar displays
the total number of infantry and
armor units deployed so far. The total
number of attack points deployed in
front of the crater line is displayed in
the forward window. This informa-
tion assists in remaining within the
recommended force guidelines,
' InF/flrn
EQ IS
1
Fcrwarri
13
21
Deployment Restrictions.
Essentially, there are no restrictions
forcibly imposed when deciding
where to deploy the defensive forces.
But, In order to play a standard game,
the following restrictions must be
followed:
1) All units must be deployed in
the OBSTRUCTED area, and
2) All but 20 attack strength points
for the Mark 111 scenario, or 40 for
the Mark V, must be deployed ON
OR BEHIND the crater tine.
Balance. The player may exercise
individual initiative in deploying
forces, if the player-designed sce-
narios are unbalanced, then more, or
fewer, defensive units can be used to
offset the imbalance. Note that vic-
tory levels as cited above cease to be
valid once the deployment of forces
varies from the standard conditions.
Saving Fields, It is possible to
save a field far future use. (Note that
the Save a Field option differs from
Save a Game option described earlier
in this manual). Saving a field saves
the positions of all the craters, rubble
and defensive forces displayed on
the map. If the editor was entered
from a battle In progress and the
Ogre is still on the map. the Ogre's
position is not saved as part of the
field. To save a field, select "Save a
Field" from the Menu.
A dialogue box will appear asking
for the field number to save this field
under. Click on the field of choice
and then click OK'. The displayed
field will be saved under the speci-
fied field number.
22
DEPLOYMENT ERROR MESSAGES
Fieid cf □ e s not conforM
to official Ogre rules.
ThEre are too Many
infantry on the nap.
PLay fehifi gaME anyway?
Canes i
Field does not cnnforn
to official Ogre ruiaa.
Too Many pieces are
b e inn the crater I me.
PLay this gaME anyway?
Cance i
□ K
Field rioEE not conforM
to official Ogre rules.
There ars pieces in the
clear area of the Map-
Flay this gaMEi anyway?
Cance \
OK
Field does not conforM
to official Ogre rules.
there ars too Many
arMor units on the nap .
Play this gaMe anyway?
Cance I
OK
Field does net conforM
to official Ogre rules.
The craters nr rubble
have been changed .
Play this gaMe anyway?
Cance L
OK
Please add a CoMMand
Post to start the gaMB.
OK
There is no way to
reach the CoMMand Post!
Plsase reno^e some
craters ,
□ K
23
PREFERENCES
OGRE lets you customize various
game features to suityour own taste,
and can be used before or during a
game. Selecting "Preferences" from
the "OS! menu will display the Pref-
erences dialogue box. This presents
you with five options to modify.
Clicking on an option will change it
If an option has more than one
choice, click on it until the desired
choice is displayed.
PrefErEncES
Yes Sound EffEcts
Yes Rem L riders
Ho Skip EMpty Turns
Low CgrE tlessage Speed
Lnw Cgre 5k Li I Leue l
Cancel DK
The Options are;
Sound Effects. The default is
"Yes' (meaning sound effects will be
heard). Turning sound effects off not
only makes OGRE play more quietly
(in case someone in the house is
trying to sleep), but also causes the
program to operate a little faster
Reminders. During play, various
dialogue boxes will appear as re-
minders thatyou have not performed
all of the actions available to you, or
thatyou are about to perform an
irrecoverable action. If, for example,
"Done" is clicked during the De-
fender Move phase and all of the
defenders that can move have not
done so, then a reminder dialogue
box appears. There is a reminder for
the end of each game phase as well
as reminders for ramming and over-
running. The default for reminders
is 'Yes'.
Skip Empty Tiirns* There are
times when there is no possible
action during a phase. If, for exam-
ple, the Ogre has had all of its weap-
ons destroyed, then there is nothing
for the Ogre to do during the Ogre
Attack Phase. Nonetheless, the Ogre
Attack Phase appears and "Done"
must be clicked to go on to the next
phase. These 'empty' turns can be
bypassed automatically by setting
'Skip Empty Turns' to 'Yes: The
default for skipping empty turns
is 'No'.
Ogre Message Speed. During
the one-player game where the Ogre
is controlled by the computer, vari-
ous messages will appear informing
the player as to what the Ogre is
doing. The time that these messages
remain visible can be modified with
"Ogre Message Speed", The choices
are Low", 'Med" and 'Hi'. The default
3s low 1 . This option appears dimmed
during a two player game.
Ogre Skill Level, This option
allows the player to modify the level
of intelligence with which the Ogre
plays during the one-player game.
The levels are low", Med' and 'HI'.
The default is low'. This option
appears dimmed during a two player
game.
24
Here is how combat results are determined in the original OGRE as
designed by Steve Jackson. The computer version of OGRE computes
combat results In the same fashion, but in a manner totally
transparent to the player*
In general, each attack is resolved
by comparing attack and defense
strengths of the units involved, and
then roiling a die. Specifically: For
each attack, all attack strengths in-
volved are totaled, and then com-
pared with the defense strength of
the target in ratio form. This ratio is
then rounded off in the defender's
favor to one of the ratios shown on
the COMBAT RESULTS TABLE. In
other words, the target of the attack,
be it Ogre or standard unit, gets the
benefit of the rounding off. Exam-
ples: 2 attack points against 1 de-
fense point would be a "2 to 1 "
attack. 2 attack points vs. 2 defense
points = I to 1 : 3 attack points vs. 2
defense points = I to I also; 2 attack
points vs, 3 defense points = | to 2: 6
attack points vs. I defense point = 6
to I (treated as 5 to I : see the Com-
bat Results Table). Once the ratio ts
determined and rounded off, the
attacker rolls the die and consults the
proper column of the Combat
Results Table to find the result.
Results are applied immediately.
COMBAT RESULTS TABLE
COMBAT ODDS
Die
1-2
1-1
2-1
3-1
4-
roll
NE
NE
NE
D
D
2
NE
NE
D
D
X
NE
D
D
X
X
4
NE
D
X
X
X
s
D
X
X
X
X
6
X
X
X
X
X
Attacks at less than 1 to 2 are always NE,
Attacks at S to 1 or better, are an automatic X.
Explanation of Symbols
NE: "No Effect:' The unit attacked is undamaged.
D: Four possible results, depending on the unit attacked,
I ) An Ogre Is undamaged, (This shows as "Glanced" In the sidebar.}
2) An infantry unit has Its strength reduced by I ,
3) An armor unit is disabled. The unit can neither move nor fire next turn. An armor unit
remains disabled until the end of the enemy's next Combat Phase.
4) A disabled armor unit is destroyed if II receives a second D' result while disabled.
X: If the unit attacked is an Ogre, the part of the Ogre that was attacked Is destroyed.
If the defender is any unit other than an Ogre, it Is destroyed,
25
FIELD EDITIR MESSAGES
The following messages appear
whenever the player attempts an
action not within the scope of
the game.
Command Post already
present. Appears when the player
attempts to put more than one
Command Post on the field.
Crater in the way! Appears
when the player attempts to move the
Ogre onto a crater.
Please stay on the map.
Appears when a click occurs any-
where except In a legal area.
GAME MESSAGES
2 units in hex Please move i ,
When two defenders are in the same
hex one of them must be moved off
before any action may be taken else-
where. This message appears if any
action is attempted with a defender
other than the two residing in the
same hex.
Can't move onto a crater.
Appears when attempting to move a
piece onto a crater.
Can't move that far. Appears
when attempting to move a piece
more than its movement allowance.
Command posts can't attack.
Appears when the player attempts to
target the Ogre with the Command
Post.
Disabled Can't attack this
turn. Appears when the player
attempts to target the Ogre with a
disabled piece.
Disabled Can't move this
turn. Appears when the player
attempts to move a disabled piece.
Entire squad has aimed or
fired. Appears when the player
attempts to target the Ogre more
frequently than the number of units
in a squad.
No attacker. Appears when the
player attempts to target opponent
by dragging from a hex that doesn't
contain a piece.
No clear path. Appears when the
player attempts to move a piece from
one hex to another, and there is no
path of empty hexes short enough to
complete the move,
No combined attacks on
treads. Appears when the player
attempts to combine pieces in an
attack against the Ogre's treads,
26
No target. Appears when
the player attempts to target the
opponent by dragging from a piece
to a hex that doesn't contain an
opponent.
No treads left! Appears when
the player attempts to move an Ogre
that has no treads.
Not enough treads to ram.
Appears when the player attempts a
ram that will cost the Ogre more
treads than it has remaining.
Ogre can't enter on a crater.
Appears when the Ogre player at-
tempts to enter the field on a hex that
contains a crater.
Ogre enters on bottom row
only. Appears when the player
attempts to bring the Ogre onto the
field on any row other than the
bottom one.
Only two rams per turn.
Appears when the Ogre player
attempts to ram more than two
pieces in one turn.
Piece cannot move. Appears
when the player attempts to move the
Command Post or a howitzer.
Please move a piece, Appears
when the player attempts to move a
crater, an opponent's piece, or from a
blank hex,
Please stay on the map.
Appears when a click occurs any-
where except in a legai area.
Target one unit at a time.
Appears when the Ogre attempts to
target more than one defending unit
at a time.
Target out of attack range.
Appears when the Ogre is beyond
the range of the attacking piece, or
when the Ogre attempts to target a
piece beyond the range of its availa-
ble weapons.
This hex is full. Appears when
the player attempts to move a de-
fending unit onto a hex that already
contains the Ogre and another de-
fending unit.
This unit has moved. Appears
when the player attempts to move a
piece that has already moved its full
movement allowance.
Unit already aimed this turn.
Appears when the player attempts to
target the Ogre with a piece that is
already aimed at the Ogre.
Unit already fired this turn.
Appears when the player attempts to
target the Ogre with a piece that has
already fired.
27
USE OF RADIATION DETECT BADGES:
The radiation detecting badge
found in your OGRE game is a real
one, The yellow stickers found In the
photo-black plastic bag will detect a
wide range of energy stimuli- but Is
designed primarily to respond to
gamma radiation from cobalt 60 and
electron beam radiation. The primary
industrial use of these detection dots
is in medical, pharmaceutical, and
food processing— fields where sterili-
sation via gamma radiation is becom-
ing increasingly common.
Indirect sunlight will cause the
detection dot to change coior from
yellow to red in approximately 3-4
weeks. Keep them in the protective
bag when not actually using one on a
badge.
The detection dots are designed to
detect radiation in doses between 0. 1
and 1 megarads. There is not a
significant difference In rate of color
6502 NO INFANTRY OlV
change between those levels. Much
larger doses of radiation may cause
the red color to disappear entirely.
203 3RD ARMORED DIV
28