[DS2] FMA Enhancement for DS2
From: Brian Bell <bkb@b...>
Date: Fri, 05 Mar 1999 23:53:02 -0500
Subject: [DS2] FMA Enhancement for DS2
Bri's FMA Enhancement for Dirtside II
Many people have commented that the chit draw is a flaw in an otherwise
great game. Especially since the great, simple, and effective FMA
rules (by GZG) has been partially implemented in Dirtside II.
This is an attempt to fully implement the FMA rules in Dirtside II
similar to what is modeled in Stargrunt II.
Replacing the damage chit draw with the following:
Armor vs. Armor:
The attacker will roll a power die and an impact die.
The defender will roll an armor die.
If one or more of the attacker's dice are higher than the defender's
die, the defender is destroyed.
If the higher of the attacker's dice roll is equal to the defender's
die, roll a d10.
  1    The attacker's weapon is jammed. it may not fire until repaired.
  2-6  The defender is disabled.
  7-8  The defender is imobilized.
  9-10 The defender's weapon system is jammed. It may not fire until
reparied.
The power die is determined by the size of the weapon:
 Size  Power Die
   1	    d4
   2	    d6
   3	    d8
   4	    d10
   5	    d12
The impact die is determined by the color of valid chits:
 Color		 Power Die
  Yellow	      d4
  Green 	      d4
  Red		      d6
  All/2 	      d6
  Red & Yellow	      d8
  All		      d10
  Allx2 	      d12
The armor die is determined by the armor size
 Armor Size	 Armor Die
      1 	      d4
      2 	      d6
      3 	      d8
      4 	      d10
      5 	      d12
Infantry:
Infantry combat uses a Power Die and a Cover Die for the attacker and
Type Die for the defender. If one or more of the attacker's dice is
higher than the defender's die roll, the defender's infantry element is
destroyed. Ties place the defending unit 'Under Fire' but does not
remove an element.
  Infantry Type     Power Die
  Power or ASPW       d8
  All Other	      d6
  Cover Type	    Cover Die
  In the Open	      d8
  Soft Cover	      d6
  Dug In or Urban     d4
  Infantry Type     Type Die
  Militia	      d8
  Line		      d10
  Powered	      d12
In close assault, instead of drawing chits, each side rolls a Power Die
and Cover Die for each element. The Cover Die is shifted UP by one
die type (d8 becomes d10, d6 to d8, d4 to d6).
Artillery:
Artillery, like armor, use a Power Die and an Impact Die for the
attacker and an Armor Die or Infantry Type Die for the Defender. Open
Sheaf: Roll once per element. Closed Sheaf: Roll once for each artillery
weapon for each element.
  Artillery Type   Power Die
  Light 	      d4 (d6 vs. Infantry)
  Medium	      d6 (d8 vs. Infantry)
  Heavy 	      d8 (d10 vs. Infantry)
  Artillery Round Type	  Target Type	Cover Type  Impact Die
	  HEF		  Infantry	Not Dug-In	d8
	  HEF		  Infantry	Dug-In		d6
	  HEF		  Armor 	Not Dug-In	d4
	  HEF		  Armor 	Dug-In		Ineffective
	  MAK		  Infantry	Not Dug-In	d4
	  MAK		  Infantry	Dug-In		Ineffective
	  MAK		  Armor 	Not Dug-In	d8
	  MAK		  Armor 	Dug-In		d6
Concept: Basically one die is based on the number of chits that would be
drawn on a successful attack. The defensive die is based on the
chit total that it takes to destroy the unit. And the Impact and Cover
dice are based on the type of chits that would be valid.
  Chits or Chit Total	    Die
   1			    d4
   2			    d6
   3			    d8
   4			    d10
   5			    d12
  Color 	      Die
  Yellow	      d4
  Green 	      d4
  Red		      d6
  All/2 	      d6
  Red & Yellow	      d8
  All		      d10
  Allx2 	      d12