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Re: [OFFICIAL] Re: [DS2] FMA Enhancement for DS2

From: Thomas Anderson <thomas.anderson@u...>
Date: Sun, 7 Mar 1999 17:05:45 +0000 (GMT)
Subject: Re: [OFFICIAL] Re: [DS2] FMA Enhancement for DS2

On Sun, 7 Mar 1999, Ground Zero Games wrote:

> DIRTSIDE ACCELERATOR:
> (Playtest version 1.0, copyright GZG 1999).
> 
> New faster-play hit resolution system for DSII:
> 
> This experimental new resolution system replaces the chit-draw method
of
> determining hit effects for anti-vehicle fire in DSII, using a single
> opposed die roll system. It is of necessity much simpler in terms of
the
> range of effects, giving a simple kill/no-kill result; as such it is
> probably more suited to larger force games where a quick-and-dirty
> resolution of combat is required - any "kill" result can be considered
a
> "mission kill" that renders the target ineffective for the remainder
of the
> game, and does not have to necessarily indicate total physical
destruction.

it also gets rid of the "firer systems down" result, which always struck
me as a bit space opera (mud opera?).

> Resolution method:
> 
> After acquiring a hit on the target using the standard method
specified in
> the DSII rulebook, the firing player rolls a single die according to
his
> weapon type and MULTIPLIES the score rolled by the CLASS of weapon
used.
> The Target player rolls a single die for the type of armour his
vehicle
> carries, and multiplies the score rolled by the Armour Class.
> If the Firer's final score EXCEEDS the target's, a kill is achieved -
if it
> is equal or less, the target survives.

this sounds rather like what i've picked up of SG2.

you could allow damaged vehicles by saying that if the firer and target
score are equal, damage ensues. this would happen with some frequency if
the weapon and armour levels were the same (as often as if it was an
unmultiplied roll), but if they are different, there are fewer ways it
could happen. eg, gun 3 vs arm 5, you need to roll a multiple of 5 on
the
gun die and a multiple of 3 on the armour die. i think.

maybe this is realistic: a big gun can fail to kill thin armour only by
completely mucking up; a small gun can kill thick armour only by a lucky
hit. thus, you never get the partial penetration a damaged result would
suggest. i think this is pure PSB.

> Weapon Impact dice types:
> 
> HEL:		All ranges D4
> HVC:		Close range D8, Medium range D6, Long range D4
> MDC:		Close range D10, Medium range D8, Long range D6
> HKP:		Close range D10, Medium range D8, Long range D6
> DFFG: 	Close range D12, Medium range D8, Long range D4
> GMS*: 	All ranges D8

another way to state this would be:

HVC	D6
HKP	D8
MDC	D8
DFFG	D8
HEL	D4
GMS	D8

- shift +1 for short range, -1 for long range.
- HEL and GMS count all ranges as short.
- DFFG doubles range modifier.

> * GMS/H counts as Class 3, GMS/L as Class 2, GMS/P or IAVR as Class 1.

thus GMS are more effective than their size class would suggest?

also, i see the GMS/P has finally made an appearence in DS2. hurrah!

> Armour die types:
> 
> Primitive (WWII type) armour					D4
> Basic (late 20th/early 21st Century type) armour		       
D6
> Enhanced (late 21st/early 22nd Century type) armour		       
D8
> Superior (state-of-art late 22nd Century type)		       
D10

my only complaint is that this breaks the existing system, which only
has
one armour quality. of course, we could just declare that all existing
armour is Enhanced or Superior.

> Ablative armour: +1 die type against HEL only.
> Reactive armour: +1 die type against HVC or GMS.

sounds ok. what is the difference in statistical terms between putting
the
modifier here or in the armour level?

all in all, a very cool possible extension. anything which cuts down on
counters is always nice.

Tom

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