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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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