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[DSII] - New dice rolling system to replace chit drawing.

From: "Andrew Martin" <Al.Bri@x...>
Date: Tue, 25 May 1999 22:11:55 +1200
Subject: [DSII] - New dice rolling system to replace chit drawing.

After the firer hits the target, use this quick system to resolve damage
instead of drawing chits.

The firer rolls two dice, one according to the weapon size class or
number
of chits drawn:

Weapon Size	Dice
-----------	----
1		D4
2		D6
3		D8
4		D10
5		D12

The target rolls rolls two dice, one according to armour level:

Armour	Dice
------	----
1		D4
2		D6
3		D8
4		D10
5		D12

The other dice the firer and target roll are according to the weapon and
armour type:

System		Weapon	Armour			Effectiveness
------		------	------			-------------
HEL:			D4		D8				
	50%
			D4		D12	- Ablative Armour	
	25%

RFAC & HVC
- Close:		D6		D8				
	75%
- Medium:		D4		D8				
	50%
- Long: 	D4		D12	- Long range		 25%

HKP & MDC
- Close:		D8		D8				
       100%
- Medium:		D6		D8				
	75%
- Long: 	D4		D8					
50%

DFFG:
- Close:		D8		D4	- Close range	       
200%
- Medium:		D8		D8				
       100%
- Long: 	D4		D8					
50%

IAVR, GMS & SLAM
- Normal:		D6		D8				
	75%
- Ablative:		D6		D8				
	75%
- Reactive:		D4		D8	- Reactive armour	
	50%
- Active:		D4		D12	- Active armour 	
25%

HEF
- Infantry:		D6		D8				
	75%
- Infantry:		D4		D8	- Dug-in or Urban	
	50%
- Armour:		D4		D12				
	25%
- Armour:		D4		D20	- Dug-in or Urban	
       Ineff.

MAK
- Armour:		D6		D8				
	75%
- Armour:		D4		D8	- Dug-in or Urban	
	50%
- Infantry:		D4		D12				
	25%
- Infantry:		D4		D20	- Dug-in or Urban	
       Ineff.

DPL (Dual Purpose Loads)
- all:		D4		D8					
50%
- all:		D4		D12	- Dug-in or Urban		
25%

----------------------------------------------------

Infantry
--------

Infantry teams		Armour Level Dice
--------------		-----------------
Militia 		D6
Line				D8
Powered Armour		D10
Super PA *			D12

* Super PA is like GW's Space Marine Terminators or similar.

Anti-Personel Chits	Wpn Size Dice
-------------------	-------------
1				D4
2				D6
3				D8
4				D10
5				D12

Effectiveness dice

Firefights
----------
Firer		Target				Effectiveness
-----		------				-------------
D6		D8	- Open terrain. 	 75%
D4		D8	- Soft cover.		 50%
D4		D12	- Dug-in or urban.	 25%

Close Assaults
--------------
Firer		Target				Effectiveness
-----		------				-------------
D8		D8	- Open terrain. 	100%
D6		D8	- Soft cover.		 75%
D4		D8	- Dug-in or urban.	 50%

----------------------------------------------------

This system is simple:
Firer rolls their two dice, one for weapon size, the other for weapon
effectiveness.
Target rolls their two dice, one for armour level, the other for armour
effectiveness.
If the Target rolls both dice higher than firer, the target is
undamaged.
If only one of the dice rolls higher than the firer, vehicles are
damaged
but infantry are undamaged.
If no dice rolls higher than the firer, the vehicle or infantry is
destroyed.

For a damaged vehicle, assume it has standard damaged result or roll on
this damage table:

1D10	Special
----	-------
1	Escape! - Vehicle is undamaged
2	SD		- Target Systems Down, vehicle can't fire.
3	SD
4	SD
5	SD
6	Mobility	- Vehicle can't move.
7	Mobility
8	Mobility
9	Boom!		- Vehicle destroyed.
10	Boom!

----------------------------------------------------

The above weapon and armour information is based on this table:

Effectiveness	Weapon Dice		Armour Dice
-------------	-----------		-----------
Ineffective		D4			D20
25%			D4			D12
50%			D4			D8
75%			D6			D8
100%			D8			D8
200%			D8			D4

----------------------------------------------------

Naturally, this system is only an appoximation to the standard chit
system,
but does have the virtue of being easier and faster to play.

Any opinions, comments, suggestions or improvements?

Andrew Martin
Al.Bri@xtra.co.nz
http://members.xoom.com/AndrewMartin/
Online @ 33,600 Baud!

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