From: Casey Robinson <robinson@g...>
Date: Wed, 7 Aug 1996 20:05:40 -0700
Subject: DS2 Fighter combat
-- [ From: Casey Robinson * EMC.Ver #2.5.02 ] --
Recently someone was asking about interface landings. I don't have anything
directly relating to that, I do have some extended areospace rules that my
group wrote up last week. (They have only been playtested once.)
Any comments/feedback/play results/whatever gladly accepted.
Now where did I put them... oh yeah.
Dirtside 2 Fighter Combat
Additional Fighter Activations:
Dogfight: Attack another aerospace vehicle. The attacking player rolls a die
for ECM type and a additional die based upon pilot quality(Green:D6, Blue:D8,
Orange:D10), and the defending player does the same. Compare the highest die
from each player. The winning player gets to make one attack on the loser at a
rage depending on the amount by which he beat his opponent. This attack will
be made on the side or rear armor. The base range is 72 inches minus 1 foot
for each point over the loser's highest die(minimum of 1 foot). In the event
of a tie no advantage is gained and none gets to shoot. This will also use the
activation of the defender unless the defender wishes to ignore the attacker
in which case the attacker automatically gets to make his attack at a rage of
12 inches. Guidance packages and warhead technology is assumed to have advance
far enough for GMS systems to perform both
anti-
ground and anti-air roles.
Intercept: Any unactivated aerospace craft may be used to intercept an
opposing craft's activation(it may also be used to intercept air dropped
troops). This cancels their activation(not for troops) and forces a dogfight.
Interceptions cannot be intercepted.
Air Superiority:
Air Superiority is defined as having control of the skies uncontested by enemy
aircraft.
Air Dropping Troops: If air superiority is not achieved then a reaction is
necessary for the troops to get the nerve to jump and for the pilots of the
transport plane(assumed to be the same quality as the troops they are
carrying) to achieve a clear path steady enough for the troops to disembark.
If the dropping player's side has more aerospace craft than the enemy then a
threat level 0 reaction roll is required to jump. If there is an equal number
of aerospace craft then a threat level 1 roll is necessary with a threat level
2 reaction roll required if the opposing player has more aerospace craft
available.
Air Dropped Troops: Air dropped troops may be intercepted upon their way to
the ground. This is treated like a dogfight with the infantry having basic ECM
and no other die. Note that infantry CANNOT be hit with guided missile
systems. The infantry CANNOT fire back.
Orbital Dropped Troops: These cannot be intercepted, molested or otherwise
annoyed on their way to the ground. Too damn fast, and won't show up on
aircraft radar until its way to damn late.
Off-Table Support:
Off-Table Support is vulnerable to attack by air forces once it
has fired (until then we can assume the large area to hide in and camouflage
are sufficient to conceal them from aerial retribution). An activation may be
spent to perform a normal ground attack upon the artillery, which are
assumed to be dug-in in their original position.
Artillery may become concealed again if they scoot and are unmolested(not
attacked) during that turn. However if they are attacked while moving they are
not in cover. If they are reconcealed they are considered to be in soft
cover only, unless an engineering vehicle is assigned to the off-table
forces.