The Full Thrust Ship Registry Dirtside II Created: 1995.07.07
Updated: 2000.03.11

Steve Gibson's
Dirtside 2
Alternate Infantry Point System

The purpose of this alternate system is to provide a structure for the Dirtside player to design any sort of infantry stand, and assign it a point cost per stand. It also introduces new, more mobile infantry movement types.

Basic Assumptions:
Cavalry movement is 6", not 4".
Powered Armor is the term for a type of personal armor, under this system it is not a specific unit type.

The point cost of an infantry stand is based on its five main game characteristics. They are:

Table 1:movement rate and type costs
MV rate/type	Cost	Designation	Equip. Restric.	Notes
2MF/Infantry	0	Foot		none		basic Infantry foot mvmt
4MF/Infantry	5	Scout		none		scout units, light troops 
6MF/Infantry	10	Powered, Cav.	none		space marines, rough riders
8MF/Motorized	15	Mot.		no HW		motorcycle units (dirtbikes, not Harleys)
8MF/Jump	20	Jump		no HW or Eng	personal jump packs
8MF/Skimmer	25	Skimmer		no HW 		personal grav skimmers (per Hammers Slammers) 
12MF/Flying	(+30)	Flying		no HW or Eng	personal flight packs (very high tech)
- /Teleport	(+40)	Teleport	none		has transporter/teleporter access- Star
							Fleet Marines, SM Grey Knights

New Movement types:

Table 2: HTK-Hits to kill costs
HTK	Cost	Examples/Notes
3	2.5	No Armor, Militia or Civilians
4	5	Light Body Armor (most line inf), SM Imperial Guard
5	10	Powered Armor, SM Marines
6	30	Superheavy Powered Armor, SM Terminator armor
Table 3: FP-Small arms firepower
#of chits drawn		cost	examples
1			0	Civilians, Manacled POWs, etc.
2			10	Rifles, Pistols
3			15	APSW's, Assault Wpns, Energy Wpns
4			30	Assault Energy Wpns, Warp Grenades
				(4 chits ONLY FOR CC. In ranged fire, 3 chits)
Table 4: RNG-Small arms range
Range		Cost	Examples
2"(CC only)	0	Pistols, Grenades, Claws, Karate Kicks, Eye-gouging
4"		2.5	Obsolete Rifles, Molotov Cocktails
6"		5	Standard Rifles, Grenade Launchers, Acid Spitter
8"		10	Hvy Rifles, Laser Rifles, Hvy Blob Thrower
12"		15	APSW's, Sniper Rifles, Alien tail spik
Other abilities are according to the costs listed in the Dirtside II rules.

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