[DS2] DS2 Lite

10 posts · Mar 10 1999 to Mar 12 1999

From: Laserlight <laserlight@q...>

Date: Tue, 09 Mar 1999 23:42:11 -0500

Subject: [DS2] DS2 Lite

Here is my first swing at DS2 Lite. Flame away.:

AFV Armored fighting vehicles have four characteristics: Gun (AP), Gun (AT),
Defense, and Speed. GUN: Determines which die type to roll for attacks. Bought
separately for
anti-personnel and anti-tank capabilities.  1 point per die type ranging
from d4 through d12+2.
DEFENSE: Determines which die type to roll for Defense, from d4 through
d12+2.
SPEED: Each Speed point gives 2" movement.

INFANTRY Infantry comes in three types: militia, line, and powered. Militia
base die is d4; line base is d6; powered infantry base is d8. Militia moves
1", Line moves 2", PA moves 3".

COMBAT MODIFIERS: Infantry in contact with target shifts attack die up 1.
Defender in cover, shifts attacker die down 1. Defender attacked from flank
(90 arc), shift defender die down 1. Defender attacked from behind (90 arc),
shifts defender die down 2.
Medium range (12-24") shift attacker die down 1.
Long range (24-36") shift attacker die down 2.
Each shift above d12 adds +1 to the die result; each shift below d4
subtracts 1.

COMBAT: Attack and defender each roll a die as modified above. If attacker’s
score is greater than defender’s, the defending unit is destroyed. If the
score is tied, defender is disrupted—no further actions this turn. If
defender’s score is greater, the attack has no effect.

MOVEMENT: Terrain is Open (full movement), Broken (Half movement) or Dense
(Quarter movement). This applies to vehicles only—infantry get their full
move at all times (such as it is).

From: Los <los@c...>

Date: Tue, 09 Mar 1999 23:56:14 -0500

Subject: Re: [DS2] DS2 Lite

I'll have to graft these on to my SST module and give them a shot. Might just
be the ticket.

Los

> Laserlight wrote:

> Here is my first swing at DS2 Lite. Flame away.:

From: Andrew Martin <Al.Bri@x...>

Date: Fri, 12 Mar 1999 11:36:20 +1300

Subject: Re: [DS2] DS2 Lite

> Chris DeBoe <laserlight@cwix.com> wrote:
To make it a bit easier to use, why not increase the attacker's die up by one
type? That way, if multiple vehicles attack one target, the defender doesn't
need to keep swapping dice. Also, the attacker range modifier could be
directly negated by attacking the flank or rear of the target.

> Each shift above d12 adds +1 to the die result;
How about reduces opponent's die type by one step?

> each shift below d4 subtracts 1.
How about increases opponent's die type by one step?

From: Laserlight <laserlight@q...>

Date: Fri, 12 Mar 1999 00:04:41 -0500

Subject: Re: [DS2] DS2 Lite

> Chris DeBoe <laserlight@cwix.com> wrote:

Logical. I was in my Zen Composing mode when writing the original post.
 I
am thinking about adding a characteristic: Range, which would control how fast
your attack die drops off over range. I haven't figured out how to lucidly
describe this yet.

The concept here owes something to DBA/DBM, i.e. "describe the results
rather than the cause". Thus you can simulate an improves Fire Con or a bigger
gun by increasing the chance to do damage; similarly, you can reduce the
likelihood of being damaged by being stealthy, or well armored, or evading.
The end result is the same. I'm just trying to compress the steps to get to
the end result.

I am trying to pick infantry characteriistics so that militia aren't very
effective (when they roll to attack and get a "No Damage" result, the real
reason may be that they flunked the morale test--the reult is the same),
line grunts are tougher, and so forth. Again compressing steps.

> Each shift above d12 adds +1 to the die result;

I'm not sure I'm happy with that. Changing the opponent's die changes the
odds--but when you add one to your roll, you guarantee you won't roll a
1;
when you subtract 1, you have a chance that, even if the other guy kochte's
his roll, you still have a chance to roll a zero and die anyway. I may go
back and change the DRM's to simple +/- 1 or 2 instead of shifting dice.
Besides, what happens if you have a d12 attack a d4 from behind? This way it's
open ended if needed.

From: Donald Hosford <hosford.donald@a...>

Date: Fri, 12 Mar 1999 01:16:12 -0500

Subject: Re: [DS2] DS2 Lite

Very interesting. Say does Stargrunt have generally the same die roll
procedures?

> Laserlight wrote:

> Here is my first swing at DS2 Lite. Flame away.:

Interesting. How about missle attacks? (IknowIknow get Dirtside II...)

> INFANTRY

> COMBAT MODIFIERS:

> MOVEMENT:

From: Owen Glover <oglover@b...>

Date: Fri, 12 Mar 1999 19:51:09 +1000

Subject: RE: [DS2] DS2 Lite

Pretty msuch so. Although the attacker rolls two (and sometimes three for
multiple support weapons) die; one for weapon and the other for quality.
Results are similar but then you go onto damage resolution as well..

Owen G

[quoted original message omitted]

From: Tim Jones <Tim.Jones@S...>

Date: Fri, 12 Mar 1999 10:29:09 -0000

Subject: RE: [DS2] DS2 Lite

> even if the other guy kochte's

He heard that. How to you pronounce kochte's. Its not a common name here (UK).
I'm guessing Cock's ('te'is silent).

From: Indy Kochte <kochte@s...>

Date: Fri, 12 Mar 1999 07:34:23 -0500 (EST)

Subject: Re: [DS2] DS2 Lite

> even if the other guy kochte's

'Pends if you want the German or American pronounciation. The American
pronounciation is easy: cock-tay

The German is a more in-your-throat-as-if-you-were-going-to-spit sound
(as every good German knows ;) : co(ch)-teh

Mk

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 12 Mar 1999 12:38:14 +0000 (GMT)

Subject: Re: [DS2] DS2 Lite

On Fri, 12 Mar 1999, Something is hidden. Go and find it. (Kipling) wrote:

> >>even if the other guy kochte's

we need to add international nominative phonetics to the faq, now we have
guides for "oerjan" and "kochte"...

Tom

From: Andrew Martin <Al.Bri@x...>

Date: Sat, 13 Mar 1999 12:05:26 +1300

Subject: Re: [DS2] DS2 Lite

> Laserlight <laserlight@cwix.com> wrote:
How about giving a additional range die to the defender? Close: D4, Short: D6,
Medium: D8, Long: D10, Far: D12, Extreme: D20
    I'll be using something similar for my FMA based skirmish/rpg rules,
called Simply Melee, for archers and cross bow users. The earlier prototype is
in my FUDGE section of my site. A more updated version, using the above
system, is in progress and play test. It's impressive to realise that at my
ground scale of 1" = 5 yards, long bows, against Heavy armour, have a
effective range of 24" and are dangerous out to 72"! Very impressive, when
figures are moving and average of 8" per activation.

> Laserlight <laserlight@cwix.com> wrote:
When you hit the limits, add or subtract one for each dice shift to the
defender. In your example, the defender would subtract 2 from the score of
the D4, giving possible results of -1, 0, 1, 2. Use a "1" on the
attacker's roll to indicate a chance of a fumble.