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.
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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
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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.