RE: DS2: Battletech Conversion (long)
From: "Glover, Owen" <oglover@m...>
Date: Thu, 29 May 1997 02:53:53 -0400
Subject: RE: DS2: Battletech Conversion (long)
This sounds good, but the Btech series states that most Mech mounted
missile systems are actually unguided systems. Same same for inf SRMs.
Brian Wrote:
> =Unofficial=
> Battletech
> to
> Dirtside II
> Conversion
> by Brian Bell
>
>
> As Combat Walkers on page 14 of Dirtside II with the following
> changes:
>
> Mech Size:
> Light: Size 3
> Medium: Size 4
> Heavy: Size 5
> Assault: Size 6
>
> Effective Size of Targets:
> Because of the Mech's Height, all ground vehicles within 30" have an
> effective signature 1 larger than their actual size.
>
> Fire Control Type:
> All Mechs have Superior Fire Control Systems
> A Mech may use any weapon in an ADS role.
> All Mechs may target multiple AFV's. All attacks against targets after
>
> the first are made as if using Enhanced Fire Control Systems.
>
> Armor:
> Mechs attack the TOP armor of ground vehicles within 30".
> A Mech's armor rating is equal to it's center torso armor points / 5
> (round down). A Mech's side armor rating is equal to it's L or R torso
>
> armor points/ 5 (round down). A Mech's back armor rating is equal to
> it's
> center torso rear armor points /5 (round up). A Mech's top armor is
> equal
> to its front armor rating. A Mech's Bottom armor is equal to its L or
> R
> leg armor points /5 round up.
> A Mech's signature from above (air attacks) is 2 less than it's actual
>
> size.
> A Mech ignores all '2' chits drawn against it.
>
> Movement:
> A Mech's movement is equal to twice it's Battletech(R) walking value.
> Ie.
> a Mech that has a walk of 6 would have a DS2 movement of 12.
> A Mech may use evasive maneuvering.
> A Mech with Jump Jets may move up to 1/2 its movement away using jump
> jets. While it does this it may:
> 1) Fire then move.
> 2) Attack at the top of its arc. This amounts to a
> Pop-Up Attack (p32 DS2) if it is jumping into cover.
> 3) Move then fire.
>
> Physical Attacks:
> A Mech that is within 1" of a AFV may attack it physically. In this
> attack the defender gets no bonus for any cover (soft cover, dug in,
> etc.).
> The physical attack is a d12 attack.
> If successful, the Mech will draw a number of chits equal to its size
> +
> 1. If using a hatchet or club, draw a number of chits equal to the
> Mech's
> size +2.
> A Mech may physically attack infantry, but no damage is done. Place an
>
> under fire marker on the infantry.
> Weapons Conversions:
> BT Weapon DS2 Weapon
> AC's Includes Caseless, HV, LBX, & Ultra
> AC2 2 HPK
> AC5 3 HVC
> AC10 4 HVC
> AC20 5 HVC
> Angel ECM - As Guardian ECM & Negates Clan Targeting System
> Artemis FCS - Adds extra d6 to the GSM/SLAM attack
> Beagle Probe - Identifies hidden units within 12"
> Bloodhoud Probe - Identifies hidden units within 24"
> C3 System - Attacks from the entire unit are ranged from the
> closest element of the unit.
> Clan Targeting System - Roll 2 die in attack use the higher
> value of the 2.
> ER PPC 5 HEL/5 DFFG if within 20"
> Flamer APSW
> Gauss Rifle 5 MDC
> Guardian ECM - Reduces the attackers Fire Control Type by 1.
> Negates Artemis, NARC FCS & C3 System.
> Laser, Small APSW
> Laser, Medium 3 HEL
> Laser, Large or ER Large 4 HEL
> LRM Includes ELRM & DFM
> LRM 5 3 SLAM
> LRM 10 4 SLAM
> LRM 15,20 5 SLAM
> Machine Gun APSW
> NARC Beacon - Adds Extra d6 to GSM/SLAM attacks.
> PPC 5 DFFG
> Pulse Laser, Small APSW
> Pulse Laser, Medium 3 DFFG
> Pulse Laser, Large 4 DFFG
> SRM includes Inferno, DFM, & all warheads.
> SRM/Streak 2 GSM/H
> SRM/Streak 4 2xGSM/H
> SRM/Streak 6 3xGSM/H
> Thunder Warhead - Places a mine marker
>
>
>
> Battletech(R) is a registered trademark of FASA used without
> permission.
> Dirtside II is a registered trademark of Ground Zero Games. Used
> without
> permission
>
> ==========http://ourworld.compuserve.com/homepages/pdga6560/bt2ds2.htm
> l====
> =======
>
> <!--This file created 5/28/97 20:00 by Claris Home Page version 2.0-->
> <HTML>
> <HEAD>
> <TITLE>Dirt Side II Page</TITLE>
> <META NAME=GENERATOR CONTENT="Claris Home Page 2.0">
> <X-SAS-WINDOW TOP=48 BOTTOM=436 LEFT=13 RIGHT=552>
> </HEAD>
> <BODY TEXT="#CC6633" BGCOLOR="#003300" LINK="#FFC858"
> VLINK="#9C7E37">
>
> <H1><CENTER><FONT SIZE="-1" COLOR="#AF0000">Unofficial<BR>
>
> </FONT><FONT SIZE="+1">Battletech®</FONT><B><FONT SIZE="-2"><BR>
>
> to<BR>
>
> </FONT><FONT SIZE="+1">Dirtside II</FONT></B><BR>
>
> <B>Conversion</B></CENTER></H1>
>
> <P><CENTER>by <A HREF="mailto:pdga6560@compuserve.com">Brian Bell</A>
> </CENTER></P>
>
> <P><CENTER><A HREF=
> "http://ourworld.compuserve.com/homepages/pdga6560/ds2main.html">
> Dirtside II page</A> |
> <A HREF="http://ourworld.compuserve.com/homepages/pdga6560/bt.html">
> Battletech® page</A></CENTER></P>
>
> <P><CENTER>
> <HR SIZE="7">
> </CENTER></P>
>
> <P>As Combat Walkers on page 14 of Dirtside II with the following
> changes:</P>
>
> <P>Mech Size:</P>
>
> <BLOCKQUOTE><PRE>Light: Size 3
> Medium: Size 4
> Heavy: Size 5
> Assault: Size 6</PRE></BLOCKQUOTE>
>
> <P>Effective Size of Targets:</P>
>
> <BLOCKQUOTE><P>Because of the Mech's Height, all ground vehicles
> within 30" have an effective signature 1 larger than their actual
> size.</P></BLOCKQUOTE>
>
> <P>Fire Control Type:</P>
>
> <BLOCKQUOTE><P>All Mechs have Superior Fire Control Systems</P>
>
> <P>A Mech may use any weapon in an ADS role.</P>
>
> <P>All Mechs may target multiple AFV's. All attacks against targets
> after the first are made as if using Enhanced Fire Control Systems.
> </P></BLOCKQUOTE>
>
> <P>Armor:</P>
>
> <BLOCKQUOTE><P>Mechs attack the TOP armor of ground vehicles within
> 30".</P>
>
> <P>A Mech's armor rating is equal to it's center torso armor points /
> 5 (round down). A Mech's side armor rating is equal to it's L or R
> torso armor points/ 5 (round down). A Mech's back armor rating is
> equal to it's center torso rear armor points /5 (round up). A Mech's
> top armor is equal to its front armor rating. A Mech's Bottom armor
> is equal to its L or R leg armor points /5 round up.</P>
>
> <P>A Mech's signature from above (air attacks) is 2 less than it's
> actual size.</P>
>
> <P>A Mech ignores all '2' chits drawn against it.</P></BLOCKQUOTE>
>
> <P>Movement:</P>
>
> <BLOCKQUOTE><P>A Mech's movement is equal to twice it's
> Battletech® walking value. Ie. a Mech that has a walk of 6 would
> have a DS2 movement of 12.</P>
>
> <P>A Mech may use evasive maneuvering.</P>
>
> <P>A Mech with Jump Jets may move up to 1/2 its movement away using
> jump jets. While it does this it may:</P>
>
> <BLOCKQUOTE><PRE>1) Fire then move.
> 2) Attack at the top of its arc. This amounts to a
> Pop-Up Attack (p32 DS2) if it is jumping into cover.
> 3) Move then fire.</PRE></BLOCKQUOTE></BLOCKQUOTE>
>
> <P>Physical Attacks:</P>
>
> <BLOCKQUOTE><P>A Mech that is within 1" of a AFV may attack it
> physically. In this attack the defender gets no bonus for any cover
> (soft cover, dug in, etc.).</P>
>
> <P>The physical attack is a d12 attack.</P>
>
> <P>If successful, the Mech will draw a number of chits equal to its
> size + 1. If using a hatchet or club, draw a number of chits equal to
> the Mech's size +2.</P>
>
> <P>A Mech may physically attack infantry, but no damage is done.
> Place an under fire marker on the infantry.</P></BLOCKQUOTE>
>
> <P>Weapons Conversions:</P>
>
> <BLOCKQUOTE><PRE>BT Weapon DS2 Weapon
> AC's Includes Caseless, HV, LBX, & Ultra
> AC2 2 HPK
> AC5 3 HVC
> AC10 4 HVC
> AC20 5 HVC
> Angel ECM - As Guardian ECM & Negates Clan Targeting System
> Artemis FCS - Adds extra d6 to the GSM/SLAM attack
> Beagle Probe - Identifies hidden units within 12"
> Bloodhoud Probe - Identifies hidden units within 24"
> C<SUP>3</SUP> System - Attacks from the entire unit are ranged from
> the
> closest element of the unit.
> Clan Targeting System - Roll 2 die in attack use the higher
> value of the 2.
> ER PPC 5 HEL/5 DFFG if within 20"
> Flamer APSW
> Gauss Rifle 5 MDC
> Guardian ECM - Reduces the attackers Fire Control Type by 1.
> Negates Artemis, NARC FCS & C<SUP>3</SUP> System.
> Laser, Small APSW
> Laser, Medium 3 HEL
> Laser, Large or ER Large 4 HEL
> LRM Includes ELRM & DFM
> LRM 5 3 SLAM
> LRM 10 4 SLAM
> LRM 15,20 5 SLAM
> Machine Gun APSW
> NARC Beacon - Adds Extra d6 to GSM/SLAM attacks.
> PPC 5 DFFG
> Pulse Laser, Small APSW
> Pulse Laser, Medium 3 DFFG
> Pulse Laser, Large 4 DFFG
> SRM includes Inferno, DFM, & all warheads.
> SRM/Streak 2 GSM/H
> SRM/Streak 4 2xGSM/H
> SRM/Streak 6 3xGSM/H
> Thunder Warhead - Places a mine marker
> </PRE></BLOCKQUOTE>
>
> <P><CENTER>
> <HR SIZE="9">
> </CENTER></P>
>
> <P ALIGN=RIGHT><FONT SIZE="-2">Battletech® is a registered
> trademark of FASA used without permission.<BR>
>
> Dirtside II is a registered trademark of Ground Zero Games. Used
> without permission.</FONT></P>
> </BODY>
> </HTML>
>
>
> Brian Bell
> pdga6560@compuserve.com
> http://ourworld.compuserve.com/homepages/pdga6560/fthome.html
> Includes the Full Thrust Ship Registry.
> 161 Designs now listed! Is your ship design here?
>
>