RE: DS II: Combat Walkers
From: Kevin Balentine <balentine_media@y...>
Date: Tue, 24 Apr 2001 10:05:47 -0700 (PDT)
Subject: RE: DS II: Combat Walkers
Thanks to you, Brian, and Kevin Walker for the
information. We're planning our first "real" game of
Dirtside II this weekend. I'll post an AAR so everyone
can see how it turns out.
As a side note, has the "1" rolling crowd had better
luck at Dirtside since part of the resolution system
is based on chits?
I'm looking forward to that. For so long in Stargrunt
my luck has been to have the first squad broken by
hostile fire. Many times, it's a long-range shot at a
squad in cover that takes no casualties - just rolls a
one on the confidence check.
--- "Bell, Brian K (Contractor)"
<Brian.Bell@dscc.dla.mil> wrote:
> I am unsure why they put this distinction in the
> rules (other than to give a
> visible distinction between infantry and combat
> walkers).
>
> Infantry walkers (size 1) seem to me to be nothing
> more than larger and
> easier to kill Power Armor. Easier to kill, because
> you can use all Heavy
> weapons at normal ranges and strengths against them,
> while range and chit
> draw are limited against power armor.
>
> If your group agrees (and I see no reason not to
> agree), expand Combat
> Walkers to sizes 2-5. Most Battletech mechs fit this
> range. I would use:
> Mech Type: Walker Size: Example:
> Light: Size 3 Wasp, Locust
> Medium: Size 4 Phoenix Hawk
> Hvy & Assault: Size 5 Warhammer, Atlas
>
> If you want to try to convert actual Mechs, you can
> try:
> Weapons Conversions:
> BT Weapon DS2 System
> AC's (All Types)
> AC2 HPK/2
> AC5 HVC/3
> AC10 HVC/4
> AC20 HVC/5
> ECM (any type) Superior ECM
> ER PPC HEL/5
> Flamer DFFG/1
> Laser, Small HEL/1
> Laser, Medium HEL/3
> Laser, Large or ER Large HEL/4
> LRM (All Types)
> LRM 5 3 SLAM
> LRM 10 4 SLAM
> LRM 15,20 5 SLAM
> Machine Gun APSW
> PPC DFFG/5
> Probe or NARC Superior Guidence or FCS
> Pulse Laser, Small DFFG/1
> Pulse Laser, Medium DFFG/3
> Pulse Laser, Large DFFG/4
> SRM (All Types)
> SRM/Streak 2 or 4 GSM/L
> SRM/Streak 6 GSM/H
> Thunder Warhead - Places a mine marker
>
> To figure the armor, take the Center Torso Armor and
> divide by 5 (maximum
> armor = walker size).
> Give all Mechs Stealth/1 or better (if you want it
> to survive)
> If the Mech has jump jets (and your group agrees),
> allow the Mech to do a
> pop-up attack like a VTOL.
> Sometimes the equipment of a BT mech won't fit in
> the capacity of a Combat
> Walker, so choose the most often used systems.
>
>
> -----
> Brian Bell
> bkb@beol.net
> -----
>
>
> > -----Original Message-----
> > From: Kevin Balentine
> [SMTP:balentine_media@yahoo.com]
> > Sent: Tuesday, April 24, 2001 11:46 AM
> > To: gzg-l@csua.berkeley.edu
> > Subject: DS II: Combat Walkers
> >
> > After purchasing some clearance rack Battletech
> minis,
> > I set about getting them ready for an upcoming
> game of
> > Dirtside.
> >
> > While going through the rules on walkers, I noted
> that
> > the only sizes mentioned are size 1 infantry
> walkers
> > and size 4 or 5 combat and transport walkers.
> >
> > Why not size 2 or 3? Has anyone noted unbalancing
> > effects from designing combat walkers in sizes 2
> and 3?
> >
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