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[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

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