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Updated DSII/CENTURION Text (now with examples!)

From: Alexander Williams <thantos@a...>
Date: Sun, 14 Sep 1997 00:07:48 -0400
Subject: Updated DSII/CENTURION Text (now with examples!)

Just in case anyone liked the last one ...

===

The first attached is HTML, the second is straight text.

-- 
[  Alexander Williams {thantos@alf.dec.com/zander@photobooks.com}  ]
[ Alexandrvs Vrai,  Prefect 8,000,000th Experimental Strike Legion ]
[	     BELLATORES INQVIETI --- Restless Warriors		   ]
====================================================================
      "If not me, who?	If not now, when?  If not this, what?"
	 "In nomine malas portas, convoco Hasturam Nefas."
<HTML>
<HEAD>
<!-- This HTML file has been created by texi2html 1.51
     from centurion.texinfo on 13 September 1997 -->

<TITLE>Centurion to Dirtside II Conversion Notes</TITLE>
</HEAD>
<BODY>
<H1><CITE>Centurion</CITE> to <CITE>Dirtside II</CITE> Conversion
Notes</H1>
<H2>or How to Take Over a Galaxy on 4mil Credits a Day</H2>
<ADDRESS>Alexander Williams</ADDRESS>
<P>
<P><HR><P>
<H1>Table of Contents</H1>
<UL>
<LI><A NAME="TOC1" HREF="centurion.html#SEC1">Introduction</A>
<LI><A NAME="TOC2" HREF="centurion.html#SEC2">Vehicles</A>
<UL>
<LI><A NAME="TOC3" HREF="centurion.html#SEC3">Size</A>
<LI><A NAME="TOC4" HREF="centurion.html#SEC4">Power Systems</A>
<LI><A NAME="TOC5" HREF="centurion.html#SEC5">Weapons</A>
<UL>
<LI><A NAME="TOC6" HREF="centurion.html#SEC6">Projectile Weaponry</A>
<UL>
<LI><A NAME="TOC7" HREF="centurion.html#SEC7">MDC Equivalency Table</A>
<LI><A NAME="TOC8" HREF="centurion.html#SEC8">Gauss Cannon Equivalency
Table</A>
</UL>
<LI><A NAME="TOC9" HREF="centurion.html#SEC9">Missiles</A>
<UL>
<LI><A NAME="TOC10" HREF="centurion.html#SEC10">Missile Equivalency
Table</A>
</UL>
<LI><A NAME="TOC11" HREF="centurion.html#SEC11">Lasers</A>
<UL>
<LI><A NAME="TOC12" HREF="centurion.html#SEC12">Laser Equivalancy
Table</A>
</UL>
</UL>
<LI><A NAME="TOC13" HREF="centurion.html#SEC13">Defenses</A>
<UL>
<LI><A NAME="TOC14" HREF="centurion.html#SEC14">Anti-Missile
Weaponry</A>
<UL>
<LI><A NAME="TOC15" HREF="centurion.html#SEC15">Vulcan Anti-Missile
System Equivalency Table</A>
</UL>
<LI><A NAME="TOC16" HREF="centurion.html#SEC16">Armour</A>
<LI><A NAME="TOC17" HREF="centurion.html#SEC17">Shields</A>
<UL>
<LI><A NAME="TOC18" HREF="centurion.html#SEC18">Shield Rating
Equivalency Table</A>
</UL>
</UL>
<LI><A NAME="TOC19" HREF="centurion.html#SEC19">Movement</A>
<LI><A NAME="TOC20" HREF="centurion.html#SEC20">Vehicles in Closing</A>
</UL>
<LI><A NAME="TOC21" HREF="centurion.html#SEC21">Infantry</A>
<LI><A NAME="TOC22" HREF="centurion.html#SEC22">New Rules</A>
<UL>
<LI><A NAME="TOC23" HREF="centurion.html#SEC23">Grav Shields</A>
<UL>
<LI><A NAME="TOC24" HREF="centurion.html#SEC24">Grav Shield Rating Cost
Table</A>
</UL>
<LI><A NAME="TOC25" HREF="centurion.html#SEC25">Grav Movement
(Updated)</A>
<UL>
<LI><A NAME="TOC26" HREF="centurion.html#SEC26">Grav Drive Difference
Table</A>
</UL>
</UL>
<LI><A NAME="TOC27" HREF="centurion.html#SEC27">Examples</A>
<UL>
<LI><A NAME="TOC28" HREF="centurion.html#SEC28">TOG Trajan</A>
<LI><A NAME="TOC29" HREF="centurion.html#SEC29">RL Wolverine</A>
<LI><A NAME="TOC30" HREF="centurion.html#SEC30">CW Scorpion</A>
</UL>
</UL>
<P><HR><P>

<H1><A NAME="SEC1" HREF="centurion.html#TOC1">Introduction</A></H1>

<P>
One of the more popular wargames of the past few years is CENT,
originally produced by FASA, but licensed to Nightshift Games, along
with the rest of the Renegade Legions wargame line, to languish in
near-obscurity while a dedicated fanbase scurries about and continues
enjoying not only the game but the setting even moreso.  Many of its
fans (myself included) are afficinados of obscure wargames in general,
and have a certain affinity for the clean simplicity and excellent
integration of the DSII mechanics.  It seemed inevitable, then, that
someone would compile a guide to reproducing the Renegade Legion
universe in DSII.

</P>
<P>
This is that guide.  We'll start with CENT, the futuristic game of
ground combat, in which grav tanks provide the force and infantry
provide the backbone of a tremendous military machine that spans the
galaxy.

</P>
<P>
[Note: From time to time, suggestions about how to handle things in
<CITE>Stargrunt II</CITE>, Ground Zero Games' squad-level
infantry-combat
game, will be pointed out.  That *would* have been the province of the
never-released <CITE>Phalanx</CITE> in the Renegade Legion line; for
those
that want to get into man-to-man combat (or, at least, squad-to-squad)
<CITE>Stargrunt II</CITE> would make an excellent investment.]

</P>

<H1><A NAME="SEC2" HREF="centurion.html#TOC2">Vehicles</A></H1>

<P>
The first thing to note is the dichotomy of vision exemplified between
the basic CENT and DSII.  In CENT,
the system is geared to generate wide diversity because it only has the
single setting to deal with, while in DSII the generic
system has, by necessity, to do a very many things well and so must
simplify things a lot.	The conversion between the two will not be
perfect, but it sure will be a whole lot of fun!

</P>

<H2><A NAME="SEC3" HREF="centurion.html#TOC3">Size</A></H2>

<P>
Next, let's look at the comparitive sizes of vehicles in
CENT and DSII.	In CENT, there are
two basic classes of vehicle, grav and non-grav, while in <CITE>Dirtside
II</CITE> there are several, all but one non-grav (leaving VTOL aside
for the
nonce).  Non-grav vehicles in CENT are considered 'the usual
size,' as it were while grav vehicles are generally depicted as *much*
larger, in both volume and surface area, yet are no harder to hit.  This
can be represented in DSII by making grav vehicles SIZE
from 3 - 7, requiring (at least) STEALTH 2 to make the effective
signature less.  For those using the optional rule that FIRER SYSTEMS
DOWN - TARGET deactivates active STEALTH, these two points cannot be
removed.  Handwave it as the inherent ECM of the system that is on
highly-redundant backup.

</P>
<P>
One of the advantages this gives the DSII designer in
emulating CENT is that gravs are now much more able to carry
heavy ordinance in the form of missiles, large gang-fired guns and the
like.  Given the withering firepower that most CENT gravs
lay down, this makes the recreation ring with much more versimilitude.
Given the space requirements of infantry in DSII, the
larger frames give the MICV gravs the ability to carry infantry that
they should have.

</P>

<H2><A NAME="SEC4" HREF="centurion.html#TOC4">Power Systems</A></H2>

<P>
All gravs use FGP for power.  Most non-gravs in CENT use
HMT, with the appropriate limitations.	If you want to simulate low-tech
outposts or TOG auxillia, you may want to create some with CFEs.

</P>

<H2><A NAME="SEC5" HREF="centurion.html#TOC5">Weapons</A></H2>

<P>
Now that we've got the size of vehicles scaled, let's look at weapon
selection.  In CENT, there are a fairly limited number of
weapon choices because the system mimics the setting, one in which
near-constant war has 'worn the edges off' the technology, leaving just
what seems to work the best.

</P>

<H3><A NAME="SEC6" HREF="centurion.html#TOC6">Projectile
Weaponry</A></H3>

<P>
MDCs come in an 8, 10 and 12 ratings and scale pretty cleanly to MDCs in
DSII in sizes 1, 3 and 5.  What in CENT are
called Gauss Cannons (massive slugs accelerated down railgun tracks) (in
bores ranging from 25mm - 200mm are handled well by 25 and 50mm Gauss
Cannons to HKP/3, 100 and 150mm to HKP/4, and the all-powerful 200mm
Gauss Cannon equates to the HKP/5.

</P>

<H4><A NAME="SEC7" HREF="centurion.html#TOC7">MDC Equivalency
Table</A></H4>

<DL COMPACT>

<DT><STRONG>MDC 8</STRONG>
<DD>
MDC/1

<DT><STRONG>MDC 10</STRONG>
<DD>
MDC/3

<DT><STRONG>MDC 12</STRONG>
<DD>
MDC/5
</DL>

<H4><A NAME="SEC8" HREF="centurion.html#TOC8">Gauss Cannon Equivalency
Table</A></H4>

<DL COMPACT>

<DT><STRONG>25mm, 50mm</STRONG>
<DD>
HKP/3

<DT><STRONG>100mm, 150mm</STRONG>
<DD>
HKP/4

<DT><STRONG>200mm</STRONG>
<DD>
HKP/5
</DL>

<H3><A NAME="SEC9" HREF="centurion.html#TOC9">Missiles</A></H3>

<P>
There are two distinct types of missile in CENT, which is a good thing
as there are two distinct types of missile in <CITE>Dirtside II</CITE>,
making
a match simple.  SMLMs become GMS/Ls while TVLMs are GMS/H (representing
their superior penetration).  A problem rears when you consider that
missile packs in CENT are of limited capacity, while in DSII the racks
are assumed to house suffiCENT armament to last out a typical battle
(and, let's be honest, who ends up running out of missiles in a game
with the average engagement between units running to two turns?).  One
way to address the problem is to give the DSII vehicle one GMS/L or /H,
as appropriate, for every 12 missiles carried.	Thus, two TVLG(12) packs
becomes 2xGMS/H and, unless you're carrying an entire grav packed with
them, you're unlikely to ever see more than a 2xGMS/L.

</P>

<H4><A NAME="SEC10" HREF="centurion.html#TOC10">Missile Equivalency
Table</A></H4>

<DL COMPACT>

<DT><STRONG>SMLM</STRONG>
<DD>
GMS/L

<DT><STRONG>TVLG</STRONG>
<DD>
GMS/H

<DT><STRONG>12 Missiles</STRONG>
<DD>
1xGMS
</DL>

<H3><A NAME="SEC11" HREF="centurion.html#TOC11">Lasers</A></H3>

<P>
One of the laser weapons in wide use in the CENT system
appears to be the Anti-Personel Laser, found on nearly every grav in
existance.  Typically, this is *not* an externally mounted fixture but
within its own turret, so the basic APSW will cost 2 spaces and 4pts
from the vehicle (odds are there's already a much larger weapon in the
turret; if not, the APSW requires 3 spaces).  The other major use of
lasers in CENT is as a laser painting/targeting system,
allowing weapons to penetrate grav shields (about which more will be
said later).  This costs a basic 50 points and can be used for all the
usual purposes of a DSII spotting laser as well as
CENT-specific purposes.

</P>
<P>
For vehicular damage, there are a spread of lasers available.  The
match-up between CENT lasers and DSII HELs is
as follows:

</P>

<H4><A NAME="SEC12" HREF="centurion.html#TOC12">Laser Equivalancy
Table</A></H4>

<DL COMPACT>

<DT><STRONG>1.5/1</STRONG>
<DD>
HEL/1

<DT><STRONG>1.5/3, 1.4/4</STRONG>
<DD>
HEL/2

<DT><STRONG>1.5/5, 1.5/6</STRONG>
<DD>
HEL/3

<DT><STRONG>3/6, 5/6</STRONG>
<DD>
HEL/4

<DT><STRONG>7.5/6</STRONG>
<DD>
HEL/5
</DL>

<H2><A NAME="SEC13" HREF="centurion.html#TOC13">Defenses</A></H2>

<H3><A NAME="SEC14" HREF="centurion.html#TOC14">Anti-Missile
Weaponry</A></H3>

<P>
The Vulcan anti-missile system is invaliable on the CENT
battlefield.  In CENT, this is an auto-firing Phalanx-type
system intended to gun down incoming missiles and is found on a goodly
number of gravs and other vehicles.  Vulcan-1 generally is covered by a
PDS/BASIC in DSII, a Vulcan-2 or -3 by an PDS/ENHANCED and
a Vulcan-4 by a PDS/SUPERIOR.  ADS doesn't appear in the basic
CENT rules.

</P>

<H4><A NAME="SEC15" HREF="centurion.html#TOC15">Vulcan Anti-Missile
System Equivalency Table</A></H4>

<DL COMPACT>

<DT><STRONG>Vulcan-1</STRONG>
<DD>
PDS/BASIC

<DT><STRONG>Vulcan-2, Vulcan-3</STRONG>
<DD>
PDS/ENHANCED

<DT><STRONG>Vulcan-4</STRONG>
<DD>
PDS/SUPERIOR
</DL>

<H3><A NAME="SEC16" HREF="centurion.html#TOC16">Armour</A></H3>

<P>
There are no special rules for Armour except to note that gravs
typically are heavily armoured beheamoths.  Don't skimp on the armour;
remember that a goodly number of these monsters are oversized and able
to carry oversized armour because of it.  The heaviest gravs, with
ARMOUR/7, will be difficult to damage, even with good shots from HKP/5s.
Some gravs also have ABLATIVE armour; this, along with grav shielding
(see section <A HREF="centurion.html#SEC17">Shields</A>), reduces the
use of lasers as the 'heavy punch' of
grav tanks.

</P>

<H3><A NAME="SEC17" HREF="centurion.html#TOC17">Shields</A></H3>

<P>
All grav vehicles in the CENT universe have grav shields
which deflect light-weight projectiles, energy-based attacks (including
targeting lasers) and scramble the warheads of incoming missiles, making
most weapons that don't hurl large hunks of something at relatively high
speeds ineffective.  The actual mechanics of grav shielding are treated
in another part of this article (see section <A
HREF="centurion.html#SEC23">Grav Shields</A>).

</P>
<P>
To convert to the new Shield rules, note that there are ten possible
values for Shields in CENT and 5 possible die types; this
works out well.  Divide the (average) Shield rating by 2, rounded up,
and take that as the die, starting at the d4, to use.

</P>

<H4><A NAME="SEC18" HREF="centurion.html#TOC18">Shield Rating
Equivalency Table</A></H4>

<DL COMPACT>

<DT><STRONG>Shield 1, Shield 2</STRONG>
<DD>
d4

<DT><STRONG>Shield 3, Shield 4</STRONG>
<DD>
d6

<DT><STRONG>Shield 5, Shield 6</STRONG>
<DD>
d8

<DT><STRONG>Shield 7, Shield 8</STRONG>
<DD>
d10

<DT><STRONG>Shield 9, Shield 10</STRONG>
<DD>
d12
</DL>

<H2><A NAME="SEC19" HREF="centurion.html#TOC19">Movement</A></H2>

<P>
Grav vehicle movement rules already exist in DSII; however, they don't
match the behavioural characteristics seen in CENT's depiction.  To
really match the performance envelope of grav vehicles in the source
material, DSII gravs need to buy VTOL movement instead of Grav.  More
information on how gravs move in DSII can be found in See section <A
HREF="centurion.html#SEC25">Grav Movement (Updated)</A>.

</P>
<P>
Conventional movement vehicles should buy the form of movement in DSII
that fits their deployment; in CENT, you simply bought a certain number
of MP to be spent every Turn.

</P>

<H2><A NAME="SEC20" HREF="centurion.html#TOC20">Vehicles in
Closing</A></H2>

<P>
Keep in mind, oft times, design compromises will have to be made to fit
the design into DSII.  One of the main changes to occur is that, because
of the lack of weapon-specific hits, multiple mounts can be dropped
unless absolutely necessary for concept.  Occasionally, less important
weapons will be dropped altogether (often missiles).  Think of this as
the effect of streamlining the system for more efficency.

</P>

<H1><A NAME="SEC21" HREF="centurion.html#TOC21">Infantry</A></H1>

<H1><A NAME="SEC22" HREF="centurion.html#TOC22">New Rules</A></H1>

<H2><A NAME="SEC23" HREF="centurion.html#TOC23">Grav Shields</A></H2>

<P>
In CENT, grav shields allow your vehicle to be impervious to
the effects of missiles, lasers and MDCs ... as long as they don't hit
while the shield has flickered off!  Gauss cannons (and probably SLAM
packs but must definitely not DFFGs) ignore grav shields completely as
their rounds are too heavy and too fast-moving to be deflected.

</P>
<P>
In DSII, vehicles with grav shielding have an overall rating of a given
die type, -1 on its roll when attacked from the rear or bottom (but not
sides).  This die adds another die when defense rolls are made; if the
grav is in cover, then <EM>three</EM> dice are rolled to compare to the
attacker's.  Grav shielding, especially powerful grav shielding, makes
your vehicle nearly impervious to most fire.

</P>
<P>
Because of the game effect of shields, they are considerably expensive.
Each level of shield adds 50% to the overall cost of your vehicle.
Eg. a shield rating of d6 would double the cost of your grav tank, while
a d12 would add 250% or multiply the cost by 3.5x, weapons included.
The costs involved in equiping a force with grav shielding can add up
quickly.

</P>

<H3><A NAME="SEC24" HREF="centurion.html#TOC24">Grav Shield Rating Cost
Table</A></H3>

<DL COMPACT>

<DT><STRONG>d4</STRONG>
<DD>
50%
<DT><STRONG>d6</STRONG>
<DD>
100%
<DT><STRONG>d8</STRONG>
<DD>
150%
<DT><STRONG>d10</STRONG>
<DD>
200%
<DT><STRONG>d12</STRONG>
<DD>
250%
</DL>

<H2><A NAME="SEC25" HREF="centurion.html#TOC25">Grav Movement
(Updated)</A></H2>

<P>
Grav vehicles in DSII buy VTOL movement, but do not act entirely like
VTOLs in every way.  The differences are due, in large part, to the
design of gravs as seen in CENT and certain additional deployment
possibilities.	Gravs have entirely taken over the helicopter and VTOL
support role in the <CITE>Renegade Legion</CITE> universe because of
this
additional flexibility.

</P>
<P>
The major differences can be summed up as follows:

</P>

<H3><A NAME="SEC26" HREF="centurion.html#TOC26">Grav Drive Difference
Table</A></H3>

<UL>
<LI>

The grav vehicle uses the 'grav' movement chart for both terrain and
inches moved when in 'Low Mode,' not the VTOL chart.  When in 'Hi Mode,'
they have 30in of movement while in 'Low Mode' they receive only
15in.

<LI>

Like VTOLs, gravs may execute 'pop-up attacks' (See DSII, pg 32)

<LI>

When deployed as a 'drop' the grav has a velocity of 90in/Turn
which must be burned off at 30in/Turn (the speed of grav/VTOL
gunships).  Until the grav is moving at less than 31in/Turn, the
maximum deflection of motion they can execute is 45deg, from the
beginning of movement to the end, to either side of the beginning axis
of motion.
</UL>

<H1><A NAME="SEC27" HREF="centurion.html#TOC27">Examples</A></H1>

<H2><A NAME="SEC28" HREF="centurion.html#TOC28">TOG Trajan</A></H2>

<PRE>
Componant			Spaces		Cost
SIZE 7, 35 VSP			35		   -
Armour 6, Abl, 63Add				  98
FGP						  58.8
VTOL						 490
Frame cost:					 646.8
HKP/5, FF			25		  50
  BASIC FC			 -		  10
HEL/5, FT			10		  60
APSW, FT			 8		   4
GMS/H, ENH			 4		  45
PDF/SUPERIOR			 0		  60
STEALTH/2			 -		 280
TARG LASER			 -		  50
Frame+Equip			 -		1205.8
SHIELDS d12/Lv5 		 -		4220.3
</PRE>

<P>
Notes: Notice that this version of the Trajan has lost the redundant
laser and missiles, mainly to fit in the frame.  It also has Ablative
armour, as a half-step between the original Trajan and the Ferrox Rex.

</P>

<H2><A NAME="SEC29" HREF="centurion.html#TOC29">RL Wolverine</A></H2>

<PRE>
Componant			Spaces		Cost
SIZE 3, 15 VSP			15		   -
Armour 3, 9Add					  24
FGP						  14.4
VTOL						 120
Frame cost:					 158.4
HKP/3, FT			 6		  30
  BASIC FC					   6
GMS/H, ENH			 2		  45
APSW, FT			 0		   4
STEALTH/2			 -		 120
TARG LASER			 -		  50
Frame+Equip			 -		 413.4
SHIELDS d6/Lvl2 		 -		 826.8
</PRE>

<P>
Notes: A fairly simple conversion; the HKP is dropped a level to have a
chance of fitting in the chassis with the GMS/H.

</P>

<H2><A NAME="SEC30" HREF="centurion.html#TOC30">CW Scorpion</A></H2>

<PRE>
Componant			Spaces		Cost
SIZE 4, 20 VSP			20		   -
Armour 4, 16Add 				  36
FGP						  21.6
VTOL						 180
Frame cost:					 237.6
HEL/3, FT			11		  36
  BASIC FC					   6
GMS/L, ENH			 9		  30
GMS/H, BAS			 5		  30
PDS/ENHANCED			 2		  45
APSW, FT			 0		   4
STEALTH/2			 -		 160
TARG LASER			 -		  50
Frame+Equip			 -		 598.6
SHIELDS d8/Lvl3 		 -		 1496.5
</PRE>

<P>
Notes: Again, the laser cannon has been stripped down fairly extensively
to fit the other accoutrements into the frame.	It now makes more sense
for the Scorpion to depend more on its GMS complement than the laser.

</P>
<P><HR><P>
This document was generated on 13 September 1997 using the
<A HREF="http://wwwcn.cern.ch/dci/texi2html/">texi2html</A>
translator version 1.51.</P>
</BODY>
</HTML>

		   Centurion to Dirtside II Conversion Notes
				       
or How to Take Over a Galaxy on 4mil Credits a Day

   
    Alexander Williams
    
     _________________________________________________________________
				      
			       Table of Contents
				       
     * Introduction
     * Vehicles
	  + Size
	  + Power Systems
	  + Weapons
	       o Projectile Weaponry
		    # MDC Equivalency Table
		    # Gauss Cannon Equivalency Table
	       o Missiles
		    # Missile Equivalency Table
	       o Lasers
		    # Laser Equivalancy Table
	  + Defenses
	       o Anti-Missile Weaponry
		    # Vulcan Anti-Missile System Equivalency Table
	       o Armour
	       o Shields
		    # Shield Rating Equivalency Table
	  + Movement
	  + Vehicles in Closing
     * Infantry
     * New Rules
	  + Grav Shields
	       o Grav Shield Rating Cost Table
	  + Grav Movement (Updated)
	       o Grav Drive Difference Table
     * Examples
	  + TOG Trajan
	  + RL Wolverine
	  + CW Scorpion
       
     _________________________________________________________________
				      
				 Introduction
				       
   One of the more popular wargames of the past few years is CENT,
   originally produced by FASA, but licensed to Nightshift Games, along
   with the rest of the Renegade Legions wargame line, to languish in
   near-obscurity while a dedicated fanbase scurries about and continues
   enjoying not only the game but the setting even moreso. Many of its
   fans (myself included) are afficinados of obscure wargames in
general,
   and have a certain affinity for the clean simplicity and excellent
   integration of the DSII mechanics. It seemed inevitable, then, that
   someone would compile a guide to reproducing the Renegade Legion
   universe in DSII.
   
   This is that guide. We'll start with CENT, the futuristic game of
   ground combat, in which grav tanks provide the force and infantry
   provide the backbone of a tremendous military machine that spans the
   galaxy.
   
   [Note: From time to time, suggestions about how to handle things in
   Stargrunt II, Ground Zero Games' squad-level infantry-combat game,
   will be pointed out. That *would* have been the province of the
   never-released Phalanx in the Renegade Legion line; for those that
   want to get into man-to-man combat (or, at least, squad-to-squad)
   Stargrunt II would make an excellent investment.]
   
				   Vehicles
				       
   The first thing to note is the dichotomy of vision exemplified
between
   the basic CENT and DSII. In CENT, the system is geared to generate
   wide diversity because it only has the single setting to deal with,
   while in DSII the generic system has, by necessity, to do a very many
   things well and so must simplify things a lot. The conversion between
   the two will not be perfect, but it sure will be a whole lot of fun!
   
Size

   Next, let's look at the comparitive sizes of vehicles in CENT and
   DSII. In CENT, there are two basic classes of vehicle, grav and
   non-grav, while in Dirtside II there are several, all but one
non-grav
   (leaving VTOL aside for the nonce). Non-grav vehicles in CENT are
   considered 'the usual size,' as it were while grav vehicles are
   generally depicted as *much* larger, in both volume and surface area,
   yet are no harder to hit. This can be represented in DSII by making
   grav vehicles SIZE from 3 - 7, requiring (at least) STEALTH 2 to make
   the effective signature less. For those using the optional rule that
   FIRER SYSTEMS DOWN - TARGET deactivates active STEALTH, these two
   points cannot be removed. Handwave it as the inherent ECM of the
   system that is on highly-redundant backup.
   
   One of the advantages this gives the DSII designer in emulating CENT
   is that gravs are now much more able to carry heavy ordinance in the
   form of missiles, large gang-fired guns and the like. Given the
   withering firepower that most CENT gravs lay down, this makes the
   recreation ring with much more versimilitude. Given the space
   requirements of infantry in DSII, the larger frames give the MICV
   gravs the ability to carry infantry that they should have.
   
Power Systems

   All gravs use FGP for power. Most non-gravs in CENT use HMT, with the
   appropriate limitations. If you want to simulate low-tech outposts or
   TOG auxillia, you may want to create some with CFEs.
   
Weapons

   Now that we've got the size of vehicles scaled, let's look at weapon
   selection. In CENT, there are a fairly limited number of weapon
   choices because the system mimics the setting, one in which
   near-constant war has 'worn the edges off' the technology, leaving
   just what seems to work the best.
   
  Projectile Weaponry
  
   MDCs come in an 8, 10 and 12 ratings and scale pretty cleanly to MDCs
   in DSII in sizes 1, 3 and 5. What in CENT are called Gauss Cannons
   (massive slugs accelerated down railgun tracks) (in bores ranging
from
   25mm - 200mm are handled well by 25 and 50mm Gauss Cannons to HKP/3,
   100 and 150mm to HKP/4, and the all-powerful 200mm Gauss Cannon
   equates to the HKP/5.
   
    MDC Equivalency Table
    
   MDC 8
	  MDC/1
   MDC 10
	  MDC/3
   MDC 12
	  MDC/5
	  
    Gauss Cannon Equivalency Table
    
   25mm, 50mm
	  HKP/3
   100mm, 150mm
	  HKP/4
   200mm
	  HKP/5
	  
  Missiles
  
   There are two distinct types of missile in CENT, which is a good
thing
   as there are two distinct types of missile in Dirtside II, making a
   match simple. SMLMs become GMS/Ls while TVLMs are GMS/H (representing
   their superior penetration). A problem rears when you consider that
   missile packs in CENT are of limited capacity, while in DSII the
racks
   are assumed to house suffiCENT armament to last out a typical battle
   (and, let's be honest, who ends up running out of missiles in a game
   with the average engagement between units running to two turns?). One
   way to address the problem is to give the DSII vehicle one GMS/L or
   /H, as appropriate, for every 12 missiles carried. Thus, two TVLG(12)
   packs becomes 2xGMS/H and, unless you're carrying an entire grav
   packed with them, you're unlikely to ever see more than a 2xGMS/L.
   
    Missile Equivalency Table
    
   SMLM
	  GMS/L
   TVLG
	  GMS/H
   12 Missiles
	  1xGMS
	  
  Lasers
  
   One of the laser weapons in wide use in the CENT system appears to be
   the Anti-Personel Laser, found on nearly every grav in existance.
   Typically, this is *not* an externally mounted fixture but within its
   own turret, so the basic APSW will cost 2 spaces and 4pts from the
   vehicle (odds are there's already a much larger weapon in the turret;
   if not, the APSW requires 3 spaces). The other major use of lasers in
   CENT is as a laser painting/targeting system, allowing weapons to
   penetrate grav shields (about which more will be said later). This
   costs a basic 50 points and can be used for all the usual purposes of
   a DSII spotting laser as well as CENT-specific purposes.
   
   For vehicular damage, there are a spread of lasers available. The
   match-up between CENT lasers and DSII HELs is as follows:
   
    Laser Equivalancy Table
    
   1.5/1
	  HEL/1
   1.5/3, 1.4/4
	  HEL/2
   1.5/5, 1.5/6
	  HEL/3
   3/6, 5/6
	  HEL/4
   7.5/6
	  HEL/5
	  
Defenses

  Anti-Missile Weaponry
  
   The Vulcan anti-missile system is invaliable on the CENT battlefield.
   In CENT, this is an auto-firing Phalanx-type system intended to gun
   down incoming missiles and is found on a goodly number of gravs and
   other vehicles. Vulcan-1 generally is covered by a PDS/BASIC in DSII,
   a Vulcan-2 or -3 by an PDS/ENHANCED and a Vulcan-4 by a PDS/SUPERIOR.
   ADS doesn't appear in the basic CENT rules.
   
    Vulcan Anti-Missile System Equivalency Table
    
   Vulcan-1
	  PDS/BASIC
   Vulcan-2, Vulcan-3
	  PDS/ENHANCED
   Vulcan-4
	  PDS/SUPERIOR
	  
  Armour
  
   There are no special rules for Armour except to note that gravs
   typically are heavily armoured beheamoths. Don't skimp on the armour;
   remember that a goodly number of these monsters are oversized and
able
   to carry oversized armour because of it. The heaviest gravs, with
   ARMOUR/7, will be difficult to damage, even with good shots from
   HKP/5s. Some gravs also have ABLATIVE armour; this, along with grav
   shielding (see section Shields), reduces the use of lasers as the
   'heavy punch' of grav tanks.
   
  Shields
  
   All grav vehicles in the CENT universe have grav shields which
deflect
   light-weight projectiles, energy-based attacks (including targeting
   lasers) and scramble the warheads of incoming missiles, making most
   weapons that don't hurl large hunks of something at relatively high
   speeds ineffective. The actual mechanics of grav shielding are
treated
   in another part of this article (see section Grav Shields).
   
   To convert to the new Shield rules, note that there are ten possible
   values for Shields in CENT and 5 possible die types; this works out
   well. Divide the (average) Shield rating by 2, rounded up, and take
   that as the die, starting at the d4, to use.
   
    Shield Rating Equivalency Table
    
   Shield 1, Shield 2
	  d4
   Shield 3, Shield 4
	  d6
   Shield 5, Shield 6
	  d8
   Shield 7, Shield 8
	  d10
   Shield 9, Shield 10
	  d12
	  
Movement

   Grav vehicle movement rules already exist in DSII; however, they
don't
   match the behavioural characteristics seen in CENT's depiction. To
   really match the performance envelope of grav vehicles in the source
   material, DSII gravs need to buy VTOL movement instead of Grav. More
   information on how gravs move in DSII can be found in See section
Grav
   Movement (Updated).
   
   Conventional movement vehicles should buy the form of movement in
DSII
   that fits their deployment; in CENT, you simply bought a certain
   number of MP to be spent every Turn.
   
Vehicles in Closing

   Keep in mind, oft times, design compromises will have to be made to
   fit the design into DSII. One of the main changes to occur is that,
   because of the lack of weapon-specific hits, multiple mounts can be
   dropped unless absolutely necessary for concept. Occasionally, less
   important weapons will be dropped altogether (often missiles). Think
   of this as the effect of streamlining the system for more efficency.
   
				   Infantry
				       
				   New Rules
				       
Grav Shields

   In CENT, grav shields allow your vehicle to be impervious to the
   effects of missiles, lasers and MDCs ... as long as they don't hit
   while the shield has flickered off! Gauss cannons (and probably SLAM
   packs but must definitely not DFFGs) ignore grav shields completely
as
   their rounds are too heavy and too fast-moving to be deflected.
   
   In DSII, vehicles with grav shielding have an overall rating of a
   given die type, -1 on its roll when attacked from the rear or bottom
   (but not sides). This die adds another die when defense rolls are
   made; if the grav is in cover, then three dice are rolled to compare
   to the attacker's. Grav shielding, especially powerful grav
shielding,
   makes your vehicle nearly impervious to most fire.
   
   Because of the game effect of shields, they are considerably
   expensive. Each level of shield adds 50% to the overall cost of your
   vehicle. Eg. a shield rating of d6 would double the cost of your grav
   tank, while a d12 would add 250% or multiply the cost by 3.5x,
weapons
   included. The costs involved in equiping a force with grav shielding
   can add up quickly.
   
  Grav Shield Rating Cost Table
  
   d4
	  50%
   d6
	  100%
   d8
	  150%
   d10
	  200%
   d12
	  250%
	  
Grav Movement (Updated)

   Grav vehicles in DSII buy VTOL movement, but do not act entirely like
   VTOLs in every way. The differences are due, in large part, to the
   design of gravs as seen in CENT and certain additional deployment
   possibilities. Gravs have entirely taken over the helicopter and VTOL
   support role in the Renegade Legion universe because of this
   additional flexibility.
   
   The major differences can be summed up as follows:
   
  Grav Drive Difference Table
  
     * The grav vehicle uses the 'grav' movement chart for both terrain
       and inches moved when in 'Low Mode,' not the VTOL chart. When in
       'Hi Mode,' they have 30in of movement while in 'Low Mode' they
       receive only 15in.
     * Like VTOLs, gravs may execute 'pop-up attacks' (See DSII, pg 32)
     * When deployed as a 'drop' the grav has a velocity of 90in/Turn
       which must be burned off at 30in/Turn (the speed of grav/VTOL
       gunships). Until the grav is moving at less than 31in/Turn, the
       maximum deflection of motion they can execute is 45deg, from the
       beginning of movement to the end, to either side of the beginning
       axis of motion.
       
				   Examples
				       
TOG Trajan

Componant			Spaces		Cost
SIZE 7, 35 VSP			35		   -
Armour 6, Abl, 63Add				  98
FGP						  58.8
VTOL						 490
Frame cost:					 646.8
HKP/5, FF			25		  50
  BASIC FC			 -		  10
HEL/5, FT			10		  60
APSW, FT			 8		   4
GMS/H, ENH			 4		  45
PDF/SUPERIOR			 0		  60
STEALTH/2			 -		 280
TARG LASER			 -		  50
Frame+Equip			 -		1205.8
SHIELDS d12/Lv5 		 -		4220.3

   Notes: Notice that this version of the Trajan has lost the redundant
   laser and missiles, mainly to fit in the frame. It also has Ablative
   armour, as a half-step between the original Trajan and the Ferrox
Rex.
   
RL Wolverine

Componant			Spaces		Cost
SIZE 3, 15 VSP			15		   -
Armour 3, 9Add					  24
FGP						  14.4
VTOL						 120
Frame cost:					 158.4
HKP/3, FT			 6		  30
  BASIC FC					   6
GMS/H, ENH			 2		  45
APSW, FT			 0		   4
STEALTH/2			 -		 120
TARG LASER			 -		  50
Frame+Equip			 -		 413.4
SHIELDS d6/Lvl2 		 -		 826.8

   Notes: A fairly simple conversion; the HKP is dropped a level to have
   a chance of fitting in the chassis with the GMS/H.
   
CW Scorpion

Componant			Spaces		Cost
SIZE 4, 20 VSP			20		   -
Armour 4, 16Add 				  36
FGP						  21.6
VTOL						 180
Frame cost:					 237.6
HEL/3, FT			11		  36
  BASIC FC					   6
GMS/L, ENH			 9		  30
GMS/H, BAS			 5		  30
PDS/ENHANCED			 2		  45
APSW, FT			 0		   4
STEALTH/2			 -		 160
TARG LASER			 -		  50
Frame+Equip			 -		 598.6
SHIELDS d8/Lvl3 		 -		 1496.5

   Notes: Again, the laser cannon has been stripped down fairly
   extensively to fit the other accoutrements into the frame. It now
   makes more sense for the Scorpion to depend more on its GMS
complement
   than the laser.
   
     _________________________________________________________________
				      
   This document was generated on 13 September 1997 using the texi2html
   translator version 1.51.


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