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Page Created: 1998.02.15
Page Updated: 2002.12.17
Viewed: 3082

Dirtside II

Dirtside II

Bri's FMA Enhancement for Dirtside II


A quick note on the update to this page. The update is intended to make the concept easier and for simpler organizationl. You may view the original page here.


Many people have commented that the chit draw is a flaw in an otherwise great game. Especially since the great, simple, and effective FMA rules (by GZG) has been partially implemented in Dirtside II.

This is an attempt to fully implement the FMA rules in Dirtside II similar to what is modeled in Stargrunt II.

Replacing the damage chit draw with the following:

Armor vs. Armor:
To Hit (as in Dirtside p. 28-29):

The attacker will roll a To Hit die based on Fire Control, Target Size, and Target Cover. The die type is based on the Fire Control System:

Fire Control Range
Close Medium Long
Basic d8 d6 d4
Enhanced d10 d8 d6
Superior d12 d10 d8
The die type is shifted up for close range and down for long range. Also, if the firer moves more than half its movement allowance, it shifts the die type down.

The defender will roll a Signature die and a Cover die (if in cover) [these are not added, each is read seperatly].

Signature Die
Effective signature Signature Die
1 d12
2 d10
3 d8
4 d6
5+ d4
Cover Die
Cover Type Signature Die
Turret Down d12
Hull Down or Dug In d10
Evading d8
Soft Cover or Performing Popup d6
None d4

If attacker has the highest roll, he hits the target, otherwise he misses.

Damage:

The attacker will roll a Power Die and an Impact Die.
The defender will roll an Armor Die.
If one or more of the attacker's dice are higher than the defender's die, the defender is destroyed.
If the higher of the attacker's dice roll is equal to the defender's die, roll a d6. (Note: I did away with both the "Boom" and "Firer Systems Down" chits.)

  1-3  The defender is damaged. 
  4-5  The defender is imobilized.
  6    The defender's weapon system is jammed. It may not fire until reparied.

If the defender's die is highter than either of the attacker's dice, the shot fails to do any damage. The power die is determined by the size of the weapon:

Size Power Die (PD)
1 d4
2 d6
3 d8
4 d10
5 d12
The impact die is determined by the color of valid chits:
ValidChit Color Impact Die (ID)
Yellow d4
Green d4
Red d6
All/2 d8
Red & Yellow d8
All d10
All x2 d12
This can also be thought of as a weapon having a base Impact Die at Medium range. It may also have a die shift applied dependant on different factors:
Weapon Type Impact Die vs. Infantry
(all ranges)
Modifiers
Artillery
High Explosive Fragmentation (HEF)
d4 (All Ranges) d8 vs. Dug In Shift DOWN 1
Artillery
Multiple Armor Killer (MAK)
d8 (All Ranges) d6 vs. Dug In Shift DOWN 1
Direct Fire Fusion Gun (DFFG) d10 d8  
Guided missile System (GMS) d8 (All Ranges) Not Effective vs. Reactive Armor Shift Down 1
High Energy Laser (HEL) d6 (All Ranges) d4 vs. Ablative Armor Shift DOWN 1
High Velocity Cannon (HVC) d6 d4  
Hyper-Kinetic Penetrator (HKP) d8 Not Effective  
Infantry Anti-Vehicle Rocket (IVAR) d8 (All Ranges) Not Effective vs.Reactive Armor Shift Down 1
vs. APFC Shift Down 1
Mass-Driver Cannon (MDC) d8 d4  
Rapid Fire Autocannon (RFAC) d6 d4  
Salvo-Launched Missiles (SLAM) d8 (All Ranges) d4 vs.Reactive Armor Shift Down 1

The armor die is determined by the armor size

Armor Size Armor Die
1 d4
2 d6
3 d8
4 d10
5 d12
6+ d12 and shift weapon impact die DOWN 1
Specialty armor (Reactive, Ablative, etc.) will also shift the Impact Die (ID) of some weapons DOWN 1 die type.

Infantry:

Infantry combat uses a Power Die and an Impact Die (based on target cover) for the attacker and Type Die for the defender. If one or more of the attacker's dice is higher than the defender's die roll, the defender's infantry element is destroyed. Ties place the defending unit 'Under Fire' but does not remove an element.

Attacker Defender
Infantry Type Power Die
Power or ASPW d8
All Other d6
Target Cover Type Impact Die
In the Open d8
Soft Cover d6
Dug In or Urban d4
Infantry Type Type Die
Militia d8
Line d10
Powered d12
In close assault, instead of drawing chits, each side rolls a Power Die and Impact Die for each element. The Power Die is shifted UP by one die type. If the close assault lasts more than one round, all elements are considered to be "In the Open" for the cover type.

Artillery:

Artillery, like armor, use a Power Die and an Impact Die for the attacker and an Armor Die or Infantry Type Die for the Defender. Open Sheaf: Roll once per element. Closed Sheaf: Roll once for each artillery weapon for each element.

Concept:

Basically one die is based on the number of chits that would be drawn on a successful attack. The defensive die is based on the chit total that it takes to destroy the unit. And the Impact die is based on the color of chits that would be valid.

Quick Charts

Weapon Power
Die
Impact Die at
Med Range
Close Range Medium Range Long Range Infantry Special
Range Impact
Die
HEL/1 d4 d6
All Ranges
60" 36" d4 vs Ablative Shift ID Down 1
HEL/2 d6
HEL/3 d8
HEL/4 d10
HEL/5 d12
RAFC/1 d4 d6 8" 12" 16" 12" d4  
RAFC/2 d6 12" 18" 24" 18"
HVC/3 d8 d6 16" 24" 32" 24" d4  
HVC/4 d10 18" 27" 36" 27"
HVC/5 d12 20" 30" 40" 30"
HKP/3 d8 d8 18" 30" 42" Ineffective  
HKP/4 d10 24" 36" 48"
HKP/5 d12 30" 42" 54"
MDC/1 d4 d8 8" 16" 24" 16" d4  
MDC/2 d6 12" 24" 36" 24"
MDC/3 d8 24" 36" 48" 36"
MDC/4 d10 30" 42" 54" 42"
MDC/5 d12 36" 48" 60" 48"
DFFG/1 d4 d10 4" 8" 12" 8" d8  
DFFG/2 d6 6" 12" 18" 12"
DFFG/3 d8 8" 16" 24" 16"
DFFG/4 d10 10" 20" 30" 20"
DFFG/5 d12 12" 24" 36" 24"
SLAM/3 d8 d8
All Ranges
12" 24" 36" 12" d4 vs Reactive: Shift ID Down 1
SLAM/4 d10
SLAM/5 d12
GSM/L d8 d8
All Ranges
36" Ineffective vs Reactive: Shift ID Down 1
GSM/H d12 48"
IVAR d6 d8
All Ranges
4" Ineffective vs Reactive: Shift ID Down 1
vs AFPC: Shift ID Down 1

Infantry Power Die Range Impact Die
(based on target cover)
Armor Special
Open Soft Dug-In/Urban
Militia d6 4" d8 d6 d4 See IVAR -
Line 6"
Powered d8 8"
ASPW 12"

Artillery Type Shell PD ID
Open Sheaf Closed Sheaf Armor Infantry
Armor Infantry
RAM Mortor Light MAK d4 d4 d6 d8 d4
HEF d4 d8
RAM Field Gun
MRL (Small)
Medium MAK d6 d8 d8 d4
HEF d4 d8
MD Field Gun
MRL (Large)
HAR
Heavy MAK d8 d10 d8 d4
HEF d4 d8

Attack/Defense Chart
To Hit Damage
Attacker Defender Attacker Defender
FCS Die Signature Die Cover Die Power Die Impact Die Armor Die
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