From: Andrew Martin <Al.Bri@x...>
Date: Sat, 13 Mar 1999 11:49:07 +1300
Subject: Re: FMA Enhancement to Dirtside II - Ogre, Active Armour
> Jim Whitehead wrote:
I would add:
GMS/3: 7, GMS/4: 9, GMS/5: 11
if you're using my GMS extensions available on my site.
DFFG at close range: D20 (I've got plenty of D20s! :-) )
> Jim Whitehead wrote:
I would agree that this seems about right, except that, at half the
capacity of a GMS/L, I would halve the range from 36" down to 18".
> Jim Whitehead wrote:
> Jim Whitehead wrote:
In my replacement Fire Combat system (see my site for complete details) for
DSII, I've made the "1" result on the fire control die indicate a miss and a
chance for Firer Systems Down. Have a look at it, and see if you like it.
> Jim Whitehead wrote:
roll a D10 on a 4 or under the tank suffers from normal effects, on a 5 or
higher the tank takes a critical hit plus the damage of (Dice roll x weapon
class -1) the -1 is the chit that came up a critical instead of damage.
The
down side is that a shot against infantry that criticals suffers the -1
to weapon class when resolving damage, and WILL NOT get ANY critical hits, as
the chit is normally ignored as if it were a 0 chit. I would disagree with
this. In this system, the higher the damage, the lesser the chance of a
critical effect, and the larger the size of the weapon, the more chances for
critical effect. I'm personally against this. Instead, I would suggest, for
resolving damage against a target, this procedure is followed. The attacker
rolls damage dice equal to the attacker's weapon size class, and the defender
rolls armour dice equal to the target's armour level. Use one less for a flank
hit and two less for a rear hit. If you've run out of dice, use one dice but
subtract one from the result for each dice missing. So a armour 1 vehicle hit
on it's rear, would subtract 2 from it's one dice. Both attacker and defender
pick their highest die result and compare them. If the attacker's die is lower
than the defender, there's no effect on the target. If the attacker's die is
higher than the defender, the target is destroyed. If the two dice are equal,
then the target is damaged in some way. Roll for a special effect on a
convenient table like this: D12 Result
1 No Effect
2 Systems Down
3 Systems Down
4 Systems Down
5 Systems Down
6 Mobility
7 Mobility
8 Mobility
9 Mobility
10 Damaged
11 Damaged
12 Boom!
Or using a D10, and following the chit draw probability: D10 Result
1 No Effect
2 Systems Down
3 Systems Down
4 Systems Down
5 Systems Down
6 Mobility
7 Mobility
8 Mobility
9 Damaged
10 Damaged
Note: No Boom! result on this table.
> Jim Whitehead wrote:
Sorry, but this is wrong! Average chit damage, ignoring special results, is
1.6 per chit or weapon size class at 100% (see my site for details). Armour
defends at 1 per armour level at 100%. So with the table:
Quick Chit Draw table:
D10 Damage
1 0
2 1
3 1
4 1
5 1
6 2
7 2
8 2
9 3
10 3 Therefore average chit damage at 100% effectiveness is: 1.6
Average Percentage Dice Damage Effectiveness Equivalent 0.4 25% D4 0.8 50% D6
1.2 75% D8 1.6 100% D10
2.0 125% - Enhanced D12
3.2 200% D20 DFFG at close range
It can be seen that armour defending at 1 at 100% fits in the table between
0.8 and 1.2, leading to the conclusion that armour defends at D7! A little
impractical! But I would suggest that rolling D6 for each armour level would
be sufficient, when combined with my suggestion that the attacker's highest
dice result must exceed the defender's highest dice result to destroy the
target. Naturally, your table of new armours would have to be adjusted. But
this expands the range at the top end. Allowing for Active armour to be put
in, and possibly allowing Ogres to be built with D20 armour per level...
Infantry would have to be adjusted to. I haven't look at this yet.
> However I am fairly sure that a D20 could also be used as the damage
Fixed! As above.