(DS2) Missiles

1 posts ยท Jun 3 2000

From: Robert W. Hofrichter <RobHofrich@p...>

Date: Fri, 2 Jun 2000 21:15:09 -0400

Subject: (DS2) Missiles

Okay, as usual I always want to tinker with stuff, so here are some ideas for
DS2 missile systems. Let me know what you think...

Additional Missile Systems for Dirtside II

Guided Missile System / Portable (GMS/P)

A lighter cousin of the GMS/L, the GMS/P (introduced in Stargrunt II) is
slightly less capable, but provides infantry teams a longer-ranged
anti-armor capability than IAVR.  Any rifle or close assault team may be
equipped with a GMS/P if it pays the appropriate weapon cost in addition
to
the team's normal cost and may fire the GMS/P in place of its normal
weapons
on any turn.  GMS/P operation is the same as other GMS, except as shown
below.

Weapon Range Chits Mass     Points
GMS/P     24"     1     1         10/20/30

Guided Missile System / Medium (GMS/M)

The GMS/M is an intermediate weapon that fills the niche between the
GMS/L
and the GMS/H.  It is not man portable.  As one would expect, range and
effect on target are mid way between its smaller and larger cousins.

Weapon Range Chits Mass     Points
GMS/M     42"     4     3         26/39/52

Non-LOS GMS Capability

Any GMS system may be purchased with the ability to attack targets that are
not in line-of-sight of the firing unit.  Either all friendly GMS of a
particular type (P, L, M, H) must be purchased with this capability or none
can.  Non-LOS operation can represent the use of guidance or target
designation by other friendly units that do have LOS to the target or the use
of missiles capable of choosing targets after launch. A GMS weapon with this
capability costs 1.5 times as much as a normal GMS of the same type. The
disadvantage of these weapons (other than cost) is that area defense
systems defend against them at a +1 die type advantage (to account for
the
longer flight time--and therefore tracking time by the ADS).

Anti-Aircraft Missile Systems (AMS/P, AMS/L, AMS/M, AMS/H)

Anti-aircraft missile systems of different types are a less flexible but
cheaper system than Area Defense Systems and cannot be used to intercept GMS.
AMS systems can, however, be a perfectly adequate weapon against aerospace
fighters and VTOL attack craft. If in the same platoon as an
active ADS or if the friendly force has an on-board Command unit, the
AMS
operates as ZAD against aerospace vehicles.  If there is no on-board
Command unit, it has been destroyed, or is Systems Down, and the AMS is not in
a platoon with an active ADS, then each AMS operates like a LAD against
aerospace vehicles. Against VTOL vehicles, the AMS operates like a GMS of
the same size and guidance type.  AMS/P weapons are capable of being
carried by a single trooper and so can be purchased as an additional weapon by
any
rifle or close assault team.  AMS/L weapons can be broken down and
carried
by troops, so special AMS/L teams can be purchase in the normal manner.

Weapon Range Chits Mass Points
AMS/P     12"     1     3     100/150/200
AMS/L     18"     3     5     120/180/240
AMS/M     24"    4     7     140/210/280
AMS/H     30"     5     9     160/240/320