Concept 2.15.1998

Dirtside II

Bri's FMA Enhancement for Dirtside II

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 and Range.
The defender will roll a Signature die and a Cover die (if in cover) [these are not added, each is read seperatly].
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 d10.

  1    The attacker's weapon is jammed. it may not fire until repaired.
  2-6  The defender is disabled.
  7-8  The defender is imobilized.
  9-10 The defender's weapon system is jammed. It may not fire until reparied.

The power die is determined by the size of the weapon:

 Size  Power Die
   1        d4
   2        d6
   3        d8
   4        d10
   5        d12

The impact die is determined by the color of valid chits:

 Color           Impact Die
  Yellow              d4
  Green               d4
  Red                 d6
  All/2               d6
  Red & Yellow        d8
  All                 d10
  Allx2               d12

The armor die is determined by the armor size

 Armor Size      Armor Die
      1               d4
      2               d6
      3               d8
      4               d10
      5               d12

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.

  Infantry Type     Power Die
  Power or ASPW       d8
  All Other           d6
  
  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 Impact Die is shifted UP by one die type (d8 becomes d10, d6 to d8, d4 to d6).

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.

  Artillery Type   Power Die 
  Light               d4 (d6 vs. Infantry)
  Medium              d6 (d8 vs. Infantry)
  Heavy               d8 (d10 vs. Infantry)

  Artillery Round Type    Target Type   Cover Type  Impact Die
          HEF             Infantry      Not Dug-In      d8
          HEF             Infantry      Dug-In          d6
          HEF             Armor         Not Dug-In      d4
          HEF             Armor         Dug-In          Ineffective
          MAK             Infantry      Not Dug-In      d4
          MAK             Infantry      Dug-In          Ineffective
          MAK             Armor         Not Dug-In      d8
          MAK             Armor         Dug-In          d6

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.

  Chits or Chit Total       Die
   1                        d4
   2                        d6
   3                        d8
   4                        d10
   5                        d12
   
  Color               Die
  Yellow              d4
  Green               d4
  Red                 d6
  All/2               d8
  Red & Yellow        d8
  All                 d10
  Allx2               d12

Weapon PD Close Range Medium Range Long Range Infantry Special
Range ID Range ID Range ID Range PD ID
HEL/1 d4 60" d6 - - - - 36" d6 d4 Ablative: d4
HEL/2 d6 60" d6 - - - - 36" d6 d4 Ablative: d4
HEL/3 d8 60" d6 - - - - 36" d6 d4 Ablative: d4
HEL/4 d10 60" d6 - - - - 36" d6 d4 Ablative: d4
HEL/5 d12 60" d6 - - - - 36" d6 d4 Ablative: d4
RAFC/1 d4 8" d8 12" d6 16" d4 12" d6 d4 -
RAFC/2 d6 12" d8 18" d6 24" d4 18" d6 d4 -
HVC/3 d8 16" d8 24" d6 32" d4 24" d6 d4 -
HVC/4 d10 18" d8 27" d6 36" d4 27" d6 d4 -
HVC/5 d12 20" d8 30" d6 40" d4 30" d6 d4 -
HKP/3 d8 18" d10 30" d8 42" d6 - - - -
HKP/4 d10 24" d10 36" d8 48" d6 - - - -
HKP/5 d12 30" d10 42" d8 54" d6 - - - -
MDC/1 d4 8" d10 16" d8 24" d6 16" d6 d4 -
MDC/2 d6 12" d10 24" d8 36" d6 24" d6 d4 -
MDC/3 d8 24" d10 36" d8 48" d6 36" d6 d4 -
MDC/4 d10 30" d10 42" d8 54" d6 42" d6 d4 -
MDC/5 d12 36" d10 48" d8 60" d6 48" d6 d4 -
DFFG/1 d4 4" d12 8" d10 12" d8 8" d8 d6 -
DFFG/2 d6 6" d12 12" d10 18" d8 12" d8 d6 -
DFFG/3 d8 8" d12 16" d10 24" d8 16" d8 d6 -
DFFG/4 d10 10" d12 20" d10 30" d8 20" d8 d6 -
DFFG/5 d12 12" d12 24" d10 36" d8 24" d8 d6 -
SLAM/1 d4 12" d8 24" d8 36" d8 12" d4 d4 Reactive: d6
SLAM/2 d6 12" d8 24" d8 36" d8 12" d6 d4 Reactive: d6
SLAM/3 d8 12" d8 24" d8 36" d8 12" d8 d4 Reactive: d6
SLAM/4 d10 12" d8 24" d8 36" d8 12" d10 d4 Reactive: d6
SLAM/5 d12 12" d8 24" d8 36" d8 12" d12 d4 Reactive: d6
GSM/L d8 36" d8 - - - - - - - Reactive: d6
GSM/M d12 48" d8 - - - - - - - Reactive: d6
IVAR d6 4" d8 - - - - - - - Reactive: d6
AFPC: d4

Infantry Power Die Range Impact Die Armor Special
Open Soft Dug-In/Urban
Militia d6 4" d8 d6 d4 - -
Line d6 6" d8 d6 d4 - -
Powered d8 8" d8 d6 d4 - -
ASPW d8 12" d8 d6 d4 - -

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