DS2: GRM Warfare

2 posts ยท Feb 6 1998 to Feb 6 1998

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

Date: Thu, 05 Feb 1998 21:13:17 -0700

Subject: DS2: GRM Warfare

Dirtside II G.R.M.* Warfare ( *Giant Rubber Monster)

by Brian Bell

I grew up watching monster movies every Friday night. Hundreds of happy hours
spent watching Godzilla, Rhodan, Gamara, and others destroy Tokyo (over and
over again). [Thank you, Fritz!] Below is a way to relive those care free
days.

Rember, all this is in fun! All rules should be taken with a grain of salt.

Special thanks to JJMJack@aol.com for his Blob Scenario that provided
incentive to write this.

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1.All Giant Rubber Monsters (GRM's) are size 7 (700?). 2.Due to the toughness
of GRM's they get a 2nd die for defence against all attacks except from other
GRM's (Die type will vary with the GRM). 3.As normal if the attacking unit
rolls higher than the GRM's defence roll, it will draw a number of chits equal
to the strength of the weapon. If the valid chits total exceeds the armor
rating of the GRM, it is a successful attack. 4.Unlike normal DS2 units, GRM's
get a number of Incentive Points (IP). Since most GRM's are indestructable, IP
represents the amount of incentive that a GRM has to continue an attack.
4.1.On a successful hit by a DS2 unit (other than a GRM), a GRM will loose ONE
IP regardless of the strength of the attack. GRM's ignore special chits.

4.2.When a GRM runs out of IP, it must break off the attack and attempt to
leave the board.
           4.3.A GRM is immune to anti-personnele fire.
4.4.GRM attacks against GRM's do damage to incentive points equal to the total
of all chits minus the armor rating of the attacked GRM. 5.GRM's physical
attacks use a d12. If a GRM has a ranged weapon, the attack die will vary.
6.GRM's are generally immune to biochem attacks except from other GRM's

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Deity Lizard

This radioactive giant lizard is the Czar of all Monsters. He has a strength,
armor, incentive, and a ranged attack. Strength: 10 Armor: 7 Incentive: 30
Move: 8" Ranged Attack: Radioactive Breath Fixed Forward Arc Attack Die: d12
Strength: 10 Valid Chits: All Area: 2" radius Range: 60" Special Effect: After
first use, all units on opposing force must make an
    Confidence check at Threat level +2.

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Tri Dragon

This 3 headed dragon is the arch enemy of the Deity Lizard. It is strong, has
good armor, good incentive, and 3 ranged attacks. Strength: 8 Armor: 5
Incentive: 30 Move: 6" or Fly: 24" Ranged Attack: Lightning Breath Weapon
  Turreted
Attack Die: d8 Strength: 10 Valid Chits: All Area: 3" long straight line
Range: 48" Special Effect: Each head may make an attack.

 --------------------------------------------------

Dragon Turtle

This giant Dragon Turtle is another "hero monster". He combines strength and a
powerful weapon. Strength: 8 Armor: 5 (10 if pulled into his shell as when
flying) Incentive: 20 Move: 6" or Fly: 30" (May not attack while flying)
Ranged Attack: Dragon Fire
  Turreted
Attack Die: d12 Strength: 7 Valid Chits: Red & Green Area: 2" radius Range:
36" Special Effect: Starts Fires

 --------------------------------------------------------

Giant Gorilla

This giant Gorilla has a tremendous strength and Incentive. He has no inherit
ranged attack. Strength: 12 Attack Die: d12 Armor: 5 Incentive: 35 Move: 10"
Ranged Attack: May throw an ACV or Tree
  Turreted
Attack Die: d8 Strength: 5 Valid Chits: Yellow & Green Area: 1 Element Range:
36" Special Effect: If he makes a successful attack against a ground ACV or
tree, he may throw that item at another target.

From: George,Eugene M <Eugene.M.George@k...>

Date: Fri, 6 Feb 1998 10:46:29 -0800

Subject: RE: DS2: GRM Warfare

ROTFL....

Flag Sergeant Tannenberg pushed his kepi up far enough to scatch his bristly
scalp.
"Da-ham Major, the contact boys said the Indig's were pretty
bass-ackwards here but this is ree-diculous." He drawled.
Major Croix shook his head and stared at the stared at the locals, most clad
only in leopardoid skins or grass skirts. They'd stopped throwing spears and
rocks when they had taken about 30% casualties, now they dazedly piled corpses
or sat, waiting for the corpsman to patch 'em up. "Bloody savages, they
actually thought we'd stand by and let them kill
that little girl"  Croix grunted. The girl was semi-comatose
 in triage over near Lifter 4, a victim of the neuro-toxin that the
indies seemed to put on anything pointy. She'd probably recover. "Sergeant,
what in the blazes were they doing anyway, some kind of war dance?" "Dunno,
Major suh. They jus' kept sayin this funny chant, right up to the time we
started chuggin' um." Tannenberg shrugged, then spat on the jungle detritus.
"Major, why in Bobby Lee's Holy Longjohns do yuh thank the Euries had such a
hard time keepin the peace
here, these ain't the best fighters." the Sergeant waved a ham-sized
fist at some of the locals, shuffling around the village slack-jawed in
defeat. Croix took a thoughtful tug at his chin "Poisons, disease, the usual
problems of guerrilla war, I suppose. No worries for us, we're here to observe
and liberate, not conquer. Although this incident may prove..... regrettble."
The Major began moving towards the base camp. "Carry on Sergeant, carry on."
Tannenberg snapped a salute an stared off into the middle distance for a
while, remembering the wild drums of the natives, the pounding beat, the
haunting chant
"KONG...KONG...KONG...KONG !!!"

Gene

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