Okay the first update to the new Dirtside II FMA Enhancement is here
I have re calculated the chits for armor dice and confirmed the D6 as the
standard armor die type. Modifications for the costs of armor dice other
than a D6 will be rather cumbersome as cost / dtype ends in
.3333333333333333 ect. Besides the D12 ends up being the armor equavilent of a
DFFG at close range. All armor and infantry hit damages should be compared
against the D6. A static armor number would be the armor level times 3.
Thanks to Andrew Martin for this fix.
> James Whitehead <djwj@eazy.net> wrote:
That's right, the rear being two levels less than the front armour is one of
my house rules, but it does seem to fit because underneath armour (for
defending against mines) is two less than front armour, and on modern tanks,
rear armour is about the same as underneath armour. Having a softer
rear also encourages encircling manouevers - not that the defender wants
that! :-)
> After much thought and headahche this might work better.
That's only really needed if you and your opponent decide to add the dice
together which takes longer. I would just choose the option of picking the
highest dice each time, which I think is quicker and gets rid of the
bell curve, which I dislike. But each to their own... :-)
> *Counted off the yellow chits, which are the same as the green chits,
There seems to be a rounding error with the yellow and green chits. Just
like there definitely is with the criticals! :-) See my site, the chit
draw table. This makes damage chits average 1.6 at 100% effectiveness. But
this doesn't change the math much.
Thanks for working it out! I should be able to include your system soon.