The Full Thrust Ship Registry Dirtside II Created: 1999.02.15
Updated: 1999.09.09

Dirtside II

Moonbase Xi

A Dirtside II Scenario by Brian Bell


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DS2 Cover 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

Background

    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 Coatai

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 17th Lunar Garde

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.

Moonbase Xi

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.

Special Rules
  1. Range: The Moon is 1/6th the mass of the Earth. It is also much smaller than the Earth in circumference. 60" was described as the distance to the horizon on the earth as seen from an average armored fighting vehicle (AFV). Because the distance is much shorter to the horizon, on the Moon, maximum range is set to 20". A unit on a hill may fire up to 40"
  2. Vacuum has an effect on a number of aspects of the game.
    1. GEV's, VTOL's, Conventional Aircraft, GSM's, HVC's, SLAM's and CFE's, not specifically designed for use in a vacuum, use fins or blades as control surfaces. Thus, none of these items will work. Although the 17th may have GSM's, HVC'c or VTOL's specfically designed for use in a vacuum.
    2. Chits:
      1. Due to the hostile environment of vacuum, all succesful hits on infantry (power armor included) and AFV's not designed for a vacuum, draw an extra chit of damage when hit.
      2. Infantry treat special chits (except the boom chit) as a 1.
      3. Boom chits apply to all units.
  3. DFFG's diffuse in an atmosphere. In a vacuum, it does not diffuse, so double the range of DFFG's for each range band upto a maximum of 20"
    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.
  4. Reduced gravity, also, has a number of effects on game aspects.
    1. Artillery and Mortors: The speed of most artillery and mortor shells exceds the escape velocity of the moon. Thus, only low-velocity artillery and mortors, designed for the Moon, will be effective. Strikeforce Coatai do not have these.
    2. Anti-Grav units are much less effective as in a heavier gravity well such as on the surface of the Earth. Thus, Grav units have a base movement of 8.
  5. The moon has an extremely low magnetic field. For this reason Magnetic-Repulsion drive units will not function on the moon.
Setup:

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.

Rules of Engagement:

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).
Victory Conditions:

Strikeforce Coatai:

The 17th Lunar Garde:
Vehicles & Power Armor for Moonbase Xi



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