Dirtside 2 Fighter Combat

Created by Gene D. Warren (shrike@hooked.net) and Casey Robinson.

These rules are meant serve as an alternative to several more detailed sets of house rules which are more detailed but require more bookkeeping. These have undergone preliminary playtesting and seem to work well.

Additional Fighter Activations

Dogfight

Attack another aerospace vehicle. The attacking player rolls a die for ECM type and a additional die based upon pilot quality (Green:D6, Blue:D8, Orange:D10), and the defending player does the same. Compare the highest die from each player. The winning player gets to make one attack on the loser at a range depending on the amount by which he beat his opponent. This attack will be made on the side or rear armor. The base range is 72 inches minus 1 foot for each point over the loser's highest die (minimum of 1 foot). In the event of a tie no advantage is gained and no one gets to shoot. This will also use the activation of the defender unless the defender wishes to ignore the attacker in which case the attacker automatically gets to make his attack at a rage of 12 inches. Guidance packages and warhead technology is assumed to have advance far enough for GMS systems to perform both anti-ground and anti-air roles.

Intercept

Any unactivated aerospace craft may be used to intercept an opposing craft's activation (it may also be used to intercept air dropped troops). This cancels their activation (not for troops) and forces a dogfight. Interceptions cannot be intercepted.

Air Superiority

Air Superiority is defined as having control of the skies uncontested by enemy aircraft.

Air Dropping Troops

If air superiority is not achieved then a reaction is necessary for the troops to get the nerve to jump and for the pilots of the transport plane (assumed to be the same quality as the troops they are carrying) to achieve a clear path steady enough for the troops to disembark. If the dropping player's side has more aerospace craft than the enemy then a threat level 0 reaction roll is required to jump. If there is an equal number of aerospace craft then a threat level 1 roll is necessary with a threat level 2 reaction roll required if the opposing player has more aerospace craft available.

Air Dropped Troops

Air dropped troops may be intercepted upon their way to the ground. This is treated like a dogfight with the infantry having basic ECM and no other die. Note that infantry cannot be hit with guided missile systems. The infantry cannot fire back.

Orbitally Dropped Troops

These cannot be intercepted, molested or otherwise annoyed on their way to the ground. Too damn fast, and won't show up on aircraft radar until its way too damn late. Also beyond the scope of these rules which only cover atmospheric combat. For space conflict rules, see Full Thrust.

Off-Table Support

Off-Table Support is vulnerable to attack by air forces once it has fired (until then we can assume the large area to hide in and camouflage are sufficient to conceal them from aerial retribution). An activation may be spent to perform a normal ground attack upon the artillery, which are assumed to be dug-in in their original position.

Artillery may become concealed again if they scoot and are unmolested (not attacked) during that turn. However if they are attacked while moving they are not in cover. If they are reconcealed they are considered to be in soft cover only, unless an engineering vehicle is assigned to the off-table forces.


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