[DS2] FMA Enhancement for DS2

1 posts ยท Mar 6 1999

From: Brian Bell <bkb@b...>

Date: Fri, 05 Mar 1999 23:53:02 -0500

Subject: [DS2] FMA Enhancement for DS2

Bri's FMA Enhancement for Dirtside II

Many people have commented that the chit draw is a flaw in an otherwise great
game. Especially since the great, simple, and effective FMA

rules (by GZG) has been partially implemented in Dirtside II.

This is an attempt to fully implement the FMA rules in Dirtside II similar to
what is modeled in Stargrunt II.

Replacing the damage chit draw with the following:

Armor vs. Armor:

The attacker will roll a power die and an impact die.

The defender will roll an armor die.

If one or more of the attacker's dice are higher than the defender's die, the
defender is destroyed.

If the higher of the attacker's dice roll is equal to the defender's die, roll
a d10.

  1    The attacker's weapon is jammed. it may not fire until repaired.

  2-6  The defender is disabled.

  7-8  The defender is imobilized.

  9-10 The defender's weapon system is jammed. It may not fire until
reparied.

The power die is determined by the size of the weapon:

Size Power Die

   1        d4

   2        d6

   3        d8

   4        d10

   5        d12

The impact die is determined by the color of valid chits:

Color Power Die

Yellow d4

Green d4

Red d6

  All/2               d6

Red & Yellow d8

All d10

Allx2 d12

The armor die is determined by the armor size

Armor Size Armor Die

1 d4

2 d6

3 d8

4 d10

5 d12

Infantry:

Infantry combat uses a Power Die and a Cover Die for the attacker and Type Die
for the defender. If one or more of the attacker's dice is

higher than the defender's die roll, the defender's infantry element is
destroyed. Ties place the defending unit 'Under Fire' but does not

remove an element.

  Infantry Type     Power Die

  Power or ASPW       d8

All Other d6

Cover Type Cover Die

In the Open d8

Soft Cover d6

  Dug In or Urban     d4

  Infantry Type     Type Die

Militia d8

Line d10

Powered d12

In close assault, instead of drawing chits, each side rolls a Power Die and
Cover Die for each element. The Cover Die is shifted UP by one

die type (d8 becomes d10, d6 to d8, d4 to d6).

Artillery:

Artillery, like armor, use a Power Die and an Impact Die for the attacker and
an Armor Die or Infantry Type Die for the Defender. Open

Sheaf: Roll once per element. Closed Sheaf: Roll once for each artillery
weapon for each element.

  Artillery Type   Power Die

Light d4 (d6 vs. Infantry)

Medium d6 (d8 vs. Infantry)

Heavy d8 (d10 vs. Infantry)

Artillery Round Type Target Type Cover Type Impact Die

          HEF             Infantry      Not Dug-In      d8

          HEF             Infantry      Dug-In          d6

          HEF             Armor         Not Dug-In      d4

          HEF             Armor         Dug-In          Ineffective

          MAK             Infantry      Not Dug-In      d4

          MAK             Infantry      Dug-In          Ineffective

          MAK             Armor         Not Dug-In      d8

          MAK             Armor         Dug-In          d6

Concept: Basically one die is based on the number of chits that would be drawn
on a successful attack. The defensive die is based on the

chit total that it takes to destroy the unit. And the Impact and Cover dice
are based on the type of chits that would be valid.

Chits or Chit Total Die

1 d4

2 d6

3 d8

4 d10

5 d12