Integrating Snipers into DirtSide II
From: "Phillip Pournelle" <emisle@e...>
Date: Mon, 6 Sep 1999 21:44:16 -0400
Subject: Integrating Snipers into DirtSide II
Hello,
With all the previous discussions regarding Snipers, I was thinking
about how to integrate Snipers into DirtSide II. After taking a look at
my ideas regarding conversion factors between FMA and DSII, you might be
interested in how to use snipers in DirtSide II.
Making Snipers have the Same abilities in DSII as in StarGrunt is
not really possible and we would require some streamlining to accomplish
it. In DSII the Sniper is not designed to kill units, but to suppress
them or make them ineffective. It is possible that an element may be
neutralized because of too many casualties and or being too scared to
act.
The most important factor for the Sniper in DSII is his quality die.
To make an attack the Sniper rolls his quality die. The target uses a
D4 for the first 2 inches and shifts up one die for each additional 2
inches plus an additional shift for soft terrain and 2 shift for hard
terrain. Optional: An additional shift up for armor units...
If the Sniper's QD roll is less than the target's defense die, there
is no effect.
If the Sniper's QD roll is greater than of equal that the target's
defense die, the target UNIT receives a suppression/under fire marker.
If the Sniper's QD roll is greater than twice that of the target's
defense die, the target UNIT receives a suppression/under fire marker,
takes a confidence test at +0 and the targeted ELEMENT is destroyed
(squad leader casualty neutralizes Element).
If the Sniper's QD roll is greater than three times that of the
target's defense die, the target's UNIT leader is destroyed instead and
the previous effects are felt.
Snipers can only be engaged in close combat. Attacking squads roll
their QD as if initiating close combat normally. If the attacking
squads succeed, roll their QD versus the Sniper's QD. Shift up the
Sniper's QD by one if in Soft Terrain and twice in Hard Terrain.
If the Sniper rolls greater than the attacker, he got away. Move
the sniper 4 inches away from the CC position in any direction desired
by the Sniper's owner. Snipers move 3 inches per turn. Snipers cannot
engage in close combat or ranged fire as regular troops do.
Buying a Sniper in FMA you get the following costs:
Veteran QD D10 20
Motivation +2 05
Sniper Skill 30
Sniper Rifle 84
Total 139
Divide 139 by 20 for conversion between FMA and DSII and you get 7.
That's just one man. Let's assume that there have to be at least two,
Sniper and Spotter. Call the cost 15 points.