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Page Created: 1999?
Page Updated: 2002.12.17
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Dirtside II

Bri's
Dirtside II
Star Wars to Dirtside II Conversions
by Phillip E. Pournelle

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Hello,
__ This is the Assault On Hoth scenario that I promised. I've run it at several conventions using the Lewis Galoob Action fleet figures which are all about double size compared to standard DirtSide forces but are very visually apealing. I use the little men (which could be used for Star Grunt) to represent a squad.
__ Background: The Rebel forces having been chased from their original bases strive to hold the flame of rebellion alive on a cold planet in the backwaters of the Empire. Desperate to keep the dream alive, they know that if they are captured the rebellion will be crushed and the hopes of freedoms for millions of beings will be lost...
__ Lord Vader's Imperial Fleet has been souring the galaxy for the leaders of these seditious terrorists who dare to defy the empire and threaten chaos against the new order. His goal is to destroy whatever forces these renegades have scoured together and capture the commanders thus cutting off the head of the Rebellion and ending it once and for all.
__ Discussion: The Imperial Fleet has entered the system, but alerted the Rebel base of its aproach. After a reorganization of his command staff, Lord Vader has deployed his fleet to prevent the Alliance forces from departing the Hoth system. However, the combination of a heavy ground shield generator and Ion cannon is thwarting his efforts. General Veer is dispatched to conduct a ground assault starting just outside the area effect of the sheild. His forces are tasked with destroying the generator and the Ion cannon, thus enabling Orbital bombardment and shuttle landings.
__ Set Up: The Scenario takes place in a roughly rectangular area 60 inches long by 30 inches wide. The "North", East and West sides are bounded by tall snow cliffs of over 4 levels in height that are not scalable by any forces. Their are a random distribution of 4 level 1 hills 2 to 4 inches in radius, 2 level 4 glacier cliffs 2 to 4 inches in radius and a number of rough areas scattered through out the region.
__ Rebel installations: The Rebels have a command bunker Entrance at the center of the North side of the canyon that is obscured from direct view by a small hill south of it The bunker entrance is a Strength 7 structure. Above this bunker, built into the canyon wall is the Ion cannon which is a Stength 5 structure but is considered strength 7 while the power generator is operating. 20 inches from the North side of the canyon against the East side of the canyon is the power generator. There is a Glacier cliff blocking the line of site from the south, just South of the generator. Measure a straight line 40 inches north from the center of the southern border. There should be a clear line of site from this point to the power generator. The power generator is a strength 4 structure. The Space Craft Launch area is on the other side of the northern canyon wall and is not accessible from the ground except through the command bunker or by VTOL/Areospace vehicle.

__If we assume the South West corner is the origin then the listed
installations would be centered at these points:
        Command Bunker Entrance:        15, 60
        Ion Cannon:                     15, 65
        Space Craft launch area:        15, 70
        Power Generator:                30, 40
        Glacier 1:                      25, 35
        Hill 1:                 15, 50

Rebel Forces:
 
5 Speeders
5 Laser Towers
5 ATPTs
5 Taun - Taun squads, calvary armed with line weapons and IAVRs.
20 Line infantry rifle teams
5 GMSL: basic teams
5 APSW teams
10 Transport craft. Count as very large vehicles with structural strenght of 4.
 
__ All Rebel Forces are considered Vetrans. Luke Skywalker is one of the Speeder pilots and is an Elite Pilot with a 1 leadership. Princess Leah is in the command center with Han Solo. There are ten transport vessels in the Space Craft Launch area. The Milenium Falcon and Luke's X-wing are inside the bunker and can only be attacked when the bunker is captured. These characters can only depart Hoth by being in the hangar bay or Space Craft launch area. Characters can be moved by attaching them to any unit (Taun-Taun, Speeder or ATPT) and moving that unit. If they are in bunker they can move from the Command center to the Hanger in one turn, or to the entrance in one turn or from the entrance to the hangar in two turns.
__ The Rebel player can set up his Laser Towers anywhere within the boundaries of the northern canyon wall and 20 inches south of there. They must be on the ground but may be hidden behind glaciers or hills. They may not be placed in hardened positions, the permafrost is too hard.
__ The Rebel player may build entrenched postions in this same region for all infantry. The Rebel player may place all infantry/calvary forces in the top 40 inches of the board. All Speeders start in the Space Craft Launch area and the ATPTs start adjacent to the command bunker entrance.
 
Rebel Objectives:
__ The Rebels want to get everyone out of the Hoth system by launching their transport vessels. At the end of every turn roll 1D12, if the number rolled is less than the turn number, a transport departs. If Princess Leah is in the Command center, subtract one from the die roll. While Princess Leah is in the command center the rebels receive a single positive die shift in all their command rolls. Only Han Solo can take the Falcon out of the command bunker hangar (Chewy won't leave without him). The Falcon and Luke's X-wing cannot leave until at least 5 transports have departed (blame the deck officer). Once the Ion Cannon is disarmed, no more vessels can leave the Hoth system.
 
Imperial Forces:
 
1 Command ATAT with 3 line Rifle Teams (Vetran)
4 standard ATAT with 3 line Rifle Teams each (Vetran)
5 ATST
1 Tyderium Assault Shuttle
3 line Rifle Teams (Elite)
1 RAM Mortar Team with 1 anti-armour chit, 1 anti-infantry chit and 3 smoke chits.
1 forward observer rifle team.
Imperial Set-up:
__ All Walkers start at the southern end of the canyon. The Shuttle lands and drops off the Mortar Team as well as the forward observer, then leaves to pick up Lord Vader. If the Generator is down Lord Vader will be able to arrive with his team at the end of turn 5, otherwise he will have to wait...
__ General Veer is a type 1 commander and is embarked in the command ATAT. Lord Vader is a type 1 commander and is onboard his flagship. All forces adjacent to Vader gain a favorable die shift for morale and close assault pourposes. All enemy forces attacked by forces under his direct command suffer a die shift, especially in close assault.
 
Imperial Objectives:
__ The Imperials want to eliminate the power generator, thus removing the ground shield and destroy the ION cannon. These can be accomplished either by direct fire with heavy weapons on their vehicles, IAVR shots by Storm Troopers, or by capturing the facility. Once a facility is secured it is automatically disabled. For the pourposes of close assault: the Command Bunker entrance is considered adjacent to the Command center, which is adjacent to the Starship hangar (where the Falcon is), which is adjacent to the Space Craft launch area...
__ Once the Generator is down, the Imperials can use one heavy orbital bombardment per turn using any conventional round desired. These can be directed by General Veer or the forward observer with the RAM Motar team. Or it can conduct a pre-locked fire on the Space craft launch area...
__ Once the Generator is down Lord Vader can ride down in the Shuttle with his personal guard forces. A primary goal of Lord Vader and other forces is to capture Luke, Leah and Han.
__ The Shuttle can bring down an unlimited number of Imperial Rifle teams, taking 5 turns to transit up and back.
__ Characters are captured when the units they are attached to are captured or destroyed.
 
Scenario Ends when there are no more space craft that can leave the Hoth system, or there are no more Imperial Forces left.
 
Victory Conditions:
The Rebels gain +1 victory point per transport that gets away.
The Rebels gain +2 victory points if they kill or capture General Veer.
The Rebels gain +3 victory points if they kill or capture Lor Vader.
The Rebels lose 3 points if Luke is killed or captured.
The Rebels lose 2 poins if Leah is killed or captured.
The Rebels lose 1 point if Han Solo is killed or captured.
 
If the Rebels have 5 points at the end of the scenario, they gain a marginal victory.
If the Rebels have 10 points at the end of the scenario, they gain a major victory and the Alliance gains more allies, spreading the flame of Rebellion through out the galaxy.
If the Rebels have 15 points at the end of the scenario, they gain a decisive victory, Corsicant breaks out in riots and the Alliance time table is advanced by 5 years.
 
If the Rebels have less than 5 point at the end of the scenario, the Imperials gain a marginal victory and the Rebellion is crippled.
If the Rebels have less than zero points at the end of the scenario, the Imperials gain a major victory and the Rebellion is disorganized, unable to operate for another decade.
If the Rebels have less than negative 5 points at the end of the scenario, the Imperials gain a decisive victory, the Rebellion is crushed and Luke is handed over to the Emporer before he is able to resist his power... The flame of freedom in the galaxy is snuffed out...
 
Notes: This may look like an easy scenario for the Imperial Forces. It's not. In fact, make sure the most experienced player takes the Imperial forces the first time you play this. He must be very aggressive and choose the use of smoke rounds and generators very carefully. All three scenarios run in the past were won by the terrorists, I mean Rebel Alliance.
__ Direct fire of Lasers against VTOL or Areospace craft is possible as long as there is a line of sight, regardless of altitude. However, the Imperial Shuttle can only attacked after it has picked up Lord Vader.

Imperial Forces

Vehicle: All Terrain Assault Transport
Size Class: 7           Basic Sig.: 8           Stealth: 0      Final Sig: D4 (close)
Mobility Type: Transport Walker         Basic Move: 8
Fire Control:   Dual Superior                   ECM: Superior
Armour: Front: 7                Back: 6
#  Weapons  Type        Mount
2  HEL/2                Forward with 180 degree arc
2  LAD                  360 Degree
2  APSW         360 (door Gunners)
Other Notes:  Usual Load out 3 line teams and 1 APSW team and 1 GMS/L Basic
team.
Cost: 468.6 (Empty)

Vehicle: Command All Terrain Assault Transport
Size Class: 7           Basic Sig.: 8           Stealth: 0      Final Sig: D4 (close)
Mobility Type: Transport Walker         Basic Move: 8
Fire Control:   Dual Superior                   ECM: Superior
Armour: Front: 7                Back: 6
#  Weapons  Type        Mount
2  HEL/2                Forward with 180 degree arc
2  LAD                  360 Degree
2  APSW         360 (door Gunners)
Other Notes:  Carries 1 Company Command Center and up to three Line Teams.
Cost: 628.6 with troops

Vehicle: All Terrain Scout Transport
Size Class: 2           Basic Sig.: 3           Stealth: 0      Final Sig: D8
Mobility Type: Combat Walker            Basic Move: 10 inches
Fire Control:    Enhanced                               ECM: None D4
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
2 DFFG/2                Forward 180 degrees
1 GMSL/Basic            *
1 APSW
Other Notes: The GMSL/B violates the weapons limit but is in keeping with
the universe and is balanced by the extra weapon on the Rebel Alliance
Speeder.
Cost: 125

Vehicle: Tydirium Class Assault Shuttle
Size Class: 4           Basic Sig.: 4           Stealth: 0      Final Sig: D6
Mobility Type: Areospace                        Basic Move: Across the board...
Fire Control:   Superior                        ECM: Basic D6
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
2  HEL/2                Forward fixed

Other Notes: Can carry up to fifteen men.
Cost: 168


Vehicle: Imperial Speeder Bikes
Size Class: 1           Basic Sig.: 1           Stealth: 0      Final Sig: D12
Mobility Type: Grav                             Basic Move: 15
Fire Control:   Superior                        ECM: Basic D6
Armour: Front:  0       Back: 0
#  Weapons  Type        Mount
1 DFFG/1                turret

Other notes:  The DFFG is effectively a turret due to the mobility of the
bike.
Cost:   49

Vehicle: Imperial Repulsor Lift Tanks
Size Class: 3           Basic Sig.: 3           Stealth: 0      Final Sig: D8
Mobility Type: Grav                             Basic Move: 15
Fire Control:   Superior                        ECM: Superior D10
Armour: Front:  3       Back: 2
#  Weapons  Type        Mount
1  HKP/4                Turret
1  RFAC/1               Turret
1  APSW         Pintel mounted gun
Other notes:  APFC belt and backup systems
Cost:   212

Vehicle: Imperial Floating Fortress
Size Class: 3           Basic Sig.: 3           Stealth: 0      Final Sig: D8
Mobility Type: Grav                             Basic Move: 15
Fire Control:   Superior                        ECM: Basic D6
Armour: Front:  3       Back: 2
#  Weapons  Type        Mount
2  RFAC/1               Turret
Other notes:  Can Carry up to 10 men.
Cost: 93

Vehicle: Imperial Tie Bomber
Size Class: 2           Basic Sig.: 2           Stealth: 1      Final Sig: D12
Mobility Type: Aerospace Vechicle               Basic Move: Across the board...
Fire Control:   Enhanced                        ECM: Enhanced D8
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
1  HEL/1                Forward mount
2  DFO                  Bombs

Other notes:  
Cost:   308

Vehicle: Imperial Tie Fighter
Size Class: 2           Basic Sig.: 2           Stealth: 0      Final Sig: D10
Mobility Type: Aerospace Vechicle               Basic Move: Across the board...
Fire Control:   Basic D6                        ECM: None D4
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
2  HEL/2                Forward mount
Other notes:  
Cost:   214

Rebel Alliance Forces

Vehicle: Alliance Speeder
Size Class: 2           Basic Sig.: 2           Stealth: 0      Final Sig: D10
Mobility Type: VTOL                             Basic Move: 30
Fire Control:   Superior D10                    ECM: Enhanced D8
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
2  DFFG/2               Forward mount
1  RFAC         Rear 180 degree turret
Other notes:  Violates weapons limit in rules but is in the spirit of the
universe and balanced by ATST.
Cost:   199.

Vehicle: Alliance Laser Tower
Size Class: 2           Basic Sig.: 2           Stealth: 0      Final Sig: D10
Mobility Type: Low Mobility wheeled     Basic Move: 10
Fire Control:   Superior D10                    ECM: enhanced D8
Armour: Front:  2       Back: 1
#  Weapons  Type        Mount
2  HEL/2                Turret
Other notes: Usually placed in fixed postions with earthworks. 
Cost:   113

Vehicle: Alliance All Terrain Personal Tranport
Size Class: 1           Basic Sig.: 2           Stealth: 0      Final Sig: D10
Mobility Type: Infantry Walker          Basic Move: 10
Fire Control:   Superior D10                    ECM: Basic D6
Armour: Front:  1       Back: 0
#  Weapons  Type        Mount
1 RFAC                  Forward 180 degree arc.
Other notes:  Older walkers abandoned by the Imperials.
Cost:   42

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