Re: [DS2] Dice based damage
From: "Andrew Martin" <Al.Bri@x...>
Date: Thu, 23 Sep 1999 22:03:33 +1200
Subject: Re: [DS2] Dice based damage
Craig wrote:
> Once again the 'hit & run' lurker strikes again :)
>
> I remember a few months (years ?) ago that Jon posted optional rules
that used dice for DS2 instead of the chits. Can anybody remember the
name of the thread (or mail a copy or link)? I've tried searching the
archives to no avail.
I can't remember the thread name, but this is one of my
submissions to
that thread, containing a dice system that I developed for DSII. There
were several systems developed at once, if I recall correctly. Any way,
this is mine:
---------------------------------------------------
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 approximation to the standard chit
system, but does have the virtue of being easier and faster to play.
Andrew Martin
Al.Bri@xtra.co.nz
http://members.xoom.com/AndrewMartin/
Online @ 33,600 Baud!
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