[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