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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