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Re: FMA Enhancement to Dirtside II - Ogre, Active Armour

From: "Andrew & Alex" <Al.Bri@x...>
Date: Sat, 13 Mar 1999 11:49:07 +1300
Subject: Re: FMA Enhancement to Dirtside II - Ogre, Active Armour

Jim Whitehead wrote:
>Impact dice values:**
    GMS, and SLAM: D8, D6 vs reactive
	GMS Values : GMS/P(Portable): 1, GMS/L: 3, GMS/H: 5

I would add:
    GMS/3: 7, GMS/4: 9, GMS/5: 11
    if you're using my GMS extensions available on my site.
    DFFG at close range: D20 (I've got plenty of D20s! :-) )

Jim Whitehead wrote:
>GMS/P rules for Dirtside II: there are no GMS/P systems in Dirtside II
and
Stargrunt II uses vastly compressed ranges. So a GMS/P has a range of
24" if
vehicle mounted requires 1 space, and costs: 10 for basic, 15 for
enhanced,
20 for superior (all GMS/P numbers are extrapolated from subtracting the
diffrence between /H and /L from GMS/L)
    I would agree that this seems about right, except that, at half the
capacity of a GMS/L, I would halve the range from 36" down to 18".

Jim Whitehead wrote:
>* Dirtside to Stargrunt vehicle conversion: if (1 base = 4 spaces and 1
space = 1 troop) then 4 spaces = 4 troops, 1 base = 4 troops
    Allowing for scout teams of 2-3 soldiers carrying no special
equipment
at 2 spaces.

Jim Whitehead wrote:
>Critical Hits and Critical Failures:
>    On a natural roll of 1 for damage the weapon experiences a critical
failure. a D10 must be rolled for the element that failed. on a 1 or 2
any
non-Infantry element suffers from a Systems down failure.
    In my replacement Fire Combat system (see my site for complete
details)
for DSII, I've made the "1" result on the fire control die indicate a
miss
and a chance for Firer Systems Down. Have a look at it, and see if you
like
it.

Jim Whitehead wrote:
>    On a natural Maximum roll for impact (4 for D4, 6 for D6, ect.)
roll a
D10  on a 4 or under the tank suffers from normal effects, on a 5 or
higher
the tank takes a critical hit plus the damage of (Dice roll x weapon
class -1) the -1 is the chit that came up a critical instead of damage.
The
down side is that a shot against infantry that criticals suffers the -1
to
weapon class when resolving damage, and WILL NOT get ANY critical hits,
as
the chit is normally ignored as if it were a 0 chit.
    I would disagree with this. In this system, the higher the damage,
the
lesser the chance of a critical effect, and the larger the size of the
weapon, the more chances for critical effect. I'm personally against
this.
    Instead, I would suggest, for resolving damage against a target,
this
procedure is followed. The attacker rolls damage dice equal to the
attacker's weapon size class, and the defender rolls armour dice equal
to
the target's armour level. Use one less for a flank hit and two less for
a
rear hit. If you've run out of dice, use one dice but subtract one from
the
result for each dice missing. So a armour 1 vehicle hit on it's rear,
would
subtract 2 from it's one dice.
    Both attacker and defender pick their highest die result and compare
them. If the attacker's die is lower than the defender, there's no
effect on
the target. If the attacker's die is higher than the defender, the
target is
destroyed. If the two dice are equal, then the target is damaged in some
way. Roll for a special effect on a convenient table like this:
D12  Result
1    No Effect
2    Systems Down
3    Systems Down
4    Systems Down
5    Systems Down
6    Mobility
7    Mobility
8    Mobility
9    Mobility
10   Damaged
11   Damaged
12   Boom!

Or using a D10, and following the chit draw probability:
D10  Result
1    No Effect
2    Systems Down
3    Systems Down
4    Systems Down
5    Systems Down
6    Mobility
7    Mobility
8    Mobility
9    Damaged
10   Damaged
Note: No Boom! result on this table.

Jim Whitehead wrote:
>With the use of a D10 for the "All chits valid impact", a D10 should be
the
standard use for the armor ("all levels valid") on infantry as well as
vehicles.
    Sorry, but this is wrong! Average chit damage, ignoring special
results,
is 1.6 per chit or weapon size class at 100% (see my site for details).
Armour defends at 1 per armour level at 100%. So with the table:

Quick Chit Draw table:
D10    Damage
1	 0
2	 1
3	 1
4	 1
5	 1
6	 2
7	 2
8	 2
9	 3
10	 3
Therefore average chit damage at 100% effectiveness is: 1.6

Average Percentage	Dice
Damage	Effectiveness	Equivalent
0.4	 25%		 D4
0.8	 50%		 D6
1.2	 75%		 D8
1.6	100%		D10
2.0	125% - Enhanced D12
3.2	200%		D20 DFFG at close range

    It can be seen that armour defending at 1 at 100% fits in the table
between 0.8 and 1.2, leading to the conclusion that armour defends at
D7! A
little impractical! But I would suggest that rolling D6 for each armour
level would be sufficient, when combined with my suggestion that the
attacker's highest dice result must exceed the defender's highest dice
result to destroy the target.
    Naturally, your table of new armours would have to be adjusted. But
this
expands the range at the top end. Allowing for Active armour to be put
in,
and possibly allowing Ogres to be built with D20 armour per level...
    Infantry would have to be adjusted to. I haven't look at this yet.

>However I am fairly sure that a D20 could also be used as the damage
probability is linear for both but the 2x D10 just jumps from 2 to 20 in
increments of 2 rather than smoothly from 1 to 20.
    Fixed! As above.

Andrew Martin
Shared email: Al.Bri@xtra.co.nz ICQ: 26227169
Blind See-Saw, DSII, DSII FAQ, GZG-L email FAQ, FUDGE, UY, MSH & WBG:
    http://members.xoom.com/AndrewMartin/

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