Created: 1999.02.15
Updated: 1999.09.09

A Dirtside II Scenario by Brian Bell
|
Dirtside II is a comprehensive set of generic rules for simulating science fiction battles in virtually any background or "Future History". The system covers combined arms actions from a few platoons up to full battalion combat group level. Rules are included for infantry, AFVs of all types, artillery, areospace support and landings, combat walkers and much more! The game is designed for use with 1:300/1:285 scale miniatures but will function equally well with 6mm or other scales. |
by Ground Zero Games |
Humanity is reaching for the stars. But as humanities's expanded
technology has also expanded humanities's ambition. Grabbing for every
inhabitable world, it came into opposition with the Kra'Vak. This alien
species appears to be xenophobic and very agressive. So much so that it
has begun to threaten the borders and ambition of humanity.
The UN has set up a computer depository for information about the
Kra'Vak, Sa'Vasku, and Phallans. It's location is in a small station
located on Luna (Earth's moon). It is protected by a small force of UN
troops stationed at Imery base (about an hour away). The LLAR, suspecting
that they will eventually be hired to face the Kra'Vak, desire to obtain
the data in this storehouse. When they inquired about the information,
the memebers of the Security Council (NAC, FSE, NSL, PAU, and OU) voted
to keep the into thier own hands. The LLAR have mounted a daring raid
against Luna.
The LLAR has entered the system unnoticed. The ship landed and
disgorged Strikeforce Coatai. However, "no plan survives contact." Some
poor private on patrol had the misfortune to run right into the Coatai.
He quickly was dispatched, but not before he was able to report.
The 17th Lunar Garde was the only unit in range to interdict the
raiders. The Garde is a small unit, but all they have to do is delay the
raiders until the 733rd Legion can destroy the raiders
The LLAR force is larger than the 17th Garde, but consists of quick conversions for the vacuum of the Moon. The goal for the raiders is to have an infantry squad gain access to the Moonbase. Each squad has a Specialist Element. Only the specialist Element may download the data. It will take 15 minutes (3 full turns) to download the data. Then that infantry squad must escape (leave the table on the same edge they entered). The secondary goal is to save as many units as possible.
The Garde is a smaller force than the raiders, but has equipment specifically designed for the Moon. The Garde's duty is to stop the raiders from escaping with the data. The secondary goal is to delay the raiders until the 20th turn (or 4 hours actual time) when the 733rd will arive.
The moonbase is a light construction structure. It has only a handfull of MP's for protection. If the raiders enter the base, they will have no trouble overcomming the MP's. The base, however, it vital to the survival of humanity, and therefore cannot be risked. Any weapon larger than an APSW can damage the base. If a unit fires a weapon at a target with the base directly behind it, and misses, it has a 10% chance of damaging the base. If the base is damaged twice, the base is destroyed and ALL sides loose. Therefore, it is not a good idea to aim at units in front of the base or place your units between the base and an enemy force.
| Class | Close | Damage | Medium | Damage | Long | Damage |
|---|---|---|---|---|---|---|
| DFFG/1 | 8" | All colors x 2 | 16" | All colors | 20"' (24") | All colors / 2 |
| DFFG/2 | 12" | All colors x 2 | 20" (24") | All colors | (36") | All colors / 2 |
| DFFG/3 | 16" | All colors x 2 | 20" (32") | All colors | (40") | All colors / 2 |
| DFFG/5 | 20" | All colors x 2 | (40") | All Colors | ||
| DFFG/5 | 20" (24") | All colors x 2 | (40") | All Colors | ||
| Numbers in parentheses are only for shooting from on a hill to ground level. | ||||||
The playing field consists of a 4x6 area. The area has small hills and craters. The moonbase is set in the middle of the play area along one of the long edges of the play area. It is surrounded by a semicircular trench 14" from the base. The trench is ramped rising toward the base. Any vehicle that is touching the outer wall of the trench, is hull down for that side of the vehicle. Infantry that are touching the outer wall of the trench have hard cover on that side. The LLAR sets up within 12" of one short end of the play area. The 17th Lunar Garde along the other. Each side has 3 turns to bring their full force onto the board.
Strikeforce Coatai:
Infantry targets within 12" of Moonbase Xi may only be attacked with infantry weapons (including APSW's). May not attack from within Moonbase Xi (that is infantry units must exit the base before firing. Armor units may not approach within 12" of Moonbase Xi. Armor targets within 12" of the Moonbase may not be attacked by mobile units (attacking unit must remain stationary if it attacks).The 17th Lunar Garde:
Infantry may not enter the base. Infantry may not approach within 6" of the base except in a Close Assault. Infantry targets within 12" of Moonbase Xi may only be attacked with infantry weapons (including ASPW's). Vehicles may not approach within 12" of Moonbase Xi. Armor targets within 12" of the Moonbase may not be attacked by mobile units (attacking unit must remain stationary if it attacks).
Strikeforce Coatai:
Dirtside and Dirtside II are Copyright © Ground Zero Games. This
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owners.
This site is Copyright © Brian Bell