From: Andrew Martin <Al.Bri@x...>
Date: Tue, 16 Mar 1999 13:59:20 +1300
Subject: DSII - Yet another FMA enhancement to replace the chit draw
Anyone can use this! After determining that the attacker has hit the defender: The attacker rolls one die corresponding to the effectiveness of the weapon and another die corresponding to the weapon size class (or chit draw for GMS). The defender rolls one die corresponding to the armour quality and another die corresponding to the armour level. If the both attacker's dice exceed the defender's dice, the target vehicle is destroyed. If only one of the attacker's dice exceed the defender's dice, the target vehicle is damaged or rolls on the special hit table. Armour Quality: D8 Ablative Armour struck by HEL: D12 Reactive Armour struck by GMS, IAVR or SLaM: D12 Weapon Effectiveness Quality 50% D4 75% D6 100% D8 DFFG at close range: Roll D8 and double number on die. DFFG at long range: Roll D8 and halve number (round up) on die. Armour and Weapon Level 1 D4 2 D6 3 D8 4 D10 5 D12 6 D12+1 7 D12+2 Flank hit reduces armour level die by one die type (if at D4, subtract 1). Optional: Rear hit reduces armour level die by two die types (subtract 2 if at D4). Example: GMS/H hits size 3 vehicle with reactive Armour/3 in the flank. Attacker rolls D12 (for 5 chits) and D6 for GMS. Defender rolls D6 (reduced from D8 - flank hit) and D12 for reactive armour. HEL/1 hits size 7 vehicle with ablative armour front on: Attacker rolls D4 for HEL and D4 for size 1 weapon. Defender rolls D12 for ablative armour and D12+2 for armour level. - As can be seen, the HEL/1 is unlikely to affect this large target, but it is possible for the HEL/1 to damage or even destroy this oversize vehicle. MDC/7 hits size 1 vehicle in rear at close range. Attacker rolls D8 for MDC effectiveness and D12+2 for MDC size. Defender rolls D8 for armour effectiveness and D4-2 for armour level in rear. - As can be seen, even a MDC/7 can fail to damage a level 1 armour. Advantages of this system: * Only two dice to roll and only once. * Special hits are determined once or can default to damaged target. * Size 6 and 7 weapons and armour handled. * No worries about loosing chits! * Quick and simple. * Reactive and ablative armour are shown to have obvious benefits. * Easy to add heavier weapons. I welcome opinions and comments!