Dice Impacts for DS2 [Was: FMA Enhancement for DS2]

1 posts ยท Mar 16 1999

From: djwj <djwj@e...>

Date: Mon, 15 Mar 1999 18:13:47 -0700

Subject: Re: Dice Impacts for DS2 [Was: FMA Enhancement for DS2]

Okay I said I'd re-compile the DS2 Dice Impact rules. I have modified it
based on some of the comments from Jon.
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DIRTSIDE II Dice For Chits Damage Resolution

Fire Procedure: Roll Firecon or Guidance die and Quality die against target's
signature die: If both dice come up 1 then the attacker suffers from a systems
down result If neither of the attacker's dice exceed the defender's then the
attack missed If one die exceeds the target's die then it is a minor hit If
both dice exceed then it is a major hit.

Damage Procedure: Roll an impact die for the appropriate number of valid
chits*: Green only: D4 (25%) Yellow only: D4 (25%) Red only: D6 (50%) Red and
Green: D8 (75%) Red and Yellow: D8 (75%) All: D10 (100%)

*Percentages can be found "in" the DS2 rules from simply by counting the
damage chits, and the die types are the crux of this modification

The following weapon tables are provided for your convience: (This is the
table on DS2 page 29 modified for dice)
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HEL: Close Range: D6 Vs. Abalative: D4 Vs. Infantry: D4 RFAC,HVC: Close Range:
D8 Medium Range: D6 Long Range: D4 Vs. Infantry: D4 MDC,HKP: Close Range: D10
Medium Range: D8 Long Range: D6 Vs. Infantry: (MDC Only) D4 DFFG (This has
modifications for simplicity of play) Close Range: D20 Medium Range: D10 Long
Range: D6 Vs. Infantry: D6 IAVR,GMS,SLAM Any Range: D8 Vs. Reactive: D6 Vs.
Infantry (SLAM only):D4 Vs. APFC (IAVR only): D4 Artillery HEF Vs. Infantry:
D8 If "Dug In": D6 Vs. Armor: D4 If "Dug In": Ineffective Artillery MAK Vs.
Infantry: D4 If "Dug In": Ineffective Vs. Armor: D8 If "Dug In": D6
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Multiply the number rolled by the class of weapon (or other appropriate
modifier) if this exceeds the defenders armor level x 3 then damage has been
done If the hit was a minor hit, the vehicle is damaged. If the hit was a
major hit, the vehicle is destroied. If the roll was a tie then a major hit
will damage the defending vehicle, a minor hit is ignored.

Criticals: If the attacker naturally rolled the same number as the defending
vehicle's armor level (Before the x3 modifier) then a critical hit was scored.
Roll on the table below and apply the effect IN ADDITION TO the damage rolled
(If there is nothing left to have a critical then obviously don't bother):

CRITICAL HITS 1D20 (The only new table here)
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1-2 no additional effect
3-10 Mobility hit
11-15 Systems Down
16-20 BOOM
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Infantry attacks are handled as normal using the appropriate dice as above.
Infantry never suffer from critical hits. All other damages can be determined
by the refrence at the top.
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It's a h--l of a lot shorter when I don't explain what I'm doing. There
reallly isn't anything here that isn't in the DS2 rulebook with two noteable
exceptions: [1] the use of quality dice to get major and minor hits. Without
the Minor hit almost no vehicle would ever be just "damaged". [2] the use of a
critical hit table, necessary since I don't have any dice with "M"
and/or
"BOOM" on them.

There is one major modification from the "accepted" rules, and that is to roll
ONE die and multiply by the weapon's class. I haven't really heard any
feedback on using the static armor number so I kept that as it simplifies
damage resolution. I would suggest that those that use this system record
their armor with two numbers the first is the normal DS2 armor, the second
the static armor number like :3/9.

I don't think that this is that much harder then the Chit-Draw system,
and although I have no problems with the "Chit Draw System", the chits do
bounce very well when knocked off a table.